My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Bad

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Ghost Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Rocket

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Royal Ghost Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Royal Ghost Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider Royal Ghost

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Hog Rider Skeleton Army
Giant Snowball
Hog Rider Skeleton Army
Zap
Inferno Tower Skeleton Army
Barbarian Barrel
Inferno Tower Skeleton Army Royal Ghost
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Skeleton Army Royal Ghost
Fireball
Hog Rider Inferno Tower Skeleton Army
Poison
Inferno Tower Skeleton Army
Lightning
Inferno Tower
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket Royal Ghost Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Inferno Tower Rocket Skeleton Army Royal Ghost Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Arrows Skeleton Army Royal Ghost Hog Rider Inferno Tower Rocket Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

9 Mirror Arrows Skeleton Army Royal Ghost

Attack Synergies 2 8

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Arrows
Hog Rider Mirror Mega Knight
Hog Rider
Arrows Rocket Mirror Mega Knight
Inferno Tower
Rocket
Hog Rider Mirror
Mirror
Arrows Hog Rider Rocket Skeleton Army Royal Ghost
Skeleton Army
Mirror
Royal Ghost
Mirror Mega Knight
Mega Knight
Arrows Hog Rider Royal Ghost

Defense Synergies 4 6

Arrows
Mirror Mega Knight Inferno Tower
Hog Rider
Inferno Tower
Skeleton Army Arrows Mirror Royal Ghost Mega Knight
Rocket
Mirror
Arrows Skeleton Army Inferno Tower Mega Knight
Skeleton Army
Inferno Tower Mirror
Royal Ghost
Inferno Tower Mega Knight
Mega Knight
Arrows Inferno Tower Mirror Royal Ghost

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Rocket Inferno Tower
Inferno Tower Skeleton Army Mega Knight
Inferno Tower Rocket Skeleton Army Mega Knight
Inferno Tower Skeleton Army Mega Knight
Arrows Rocket Skeleton Army Mega Knight
Arrows Skeleton Army Royal Ghost Mega Knight
Inferno Tower Rocket Arrows
Rocket Arrows Inferno Tower Mega Knight
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower Royal Ghost Mega Knight
Skeleton Army Arrows Royal Ghost Mega Knight
Arrows Inferno Tower
Inferno Tower Skeleton Army Mega Knight Rocket
Rocket Skeleton Army Mega Knight Arrows Royal Ghost
Inferno Tower Skeleton Army Mega Knight
Inferno Tower Rocket Skeleton Army Mega Knight
Mega Knight Arrows Inferno Tower Skeleton Army
Arrows Mega Knight Skeleton Army Royal Ghost
Arrows Royal Ghost Mega Knight
Inferno Tower
Skeleton Army Royal Ghost Mega Knight Arrows

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeleton Army Mega Knight Inferno Tower Royal Ghost
Arrows Rocket Royal Ghost Mega Knight
Skeleton Army Mega Knight Inferno Tower Rocket
Rocket Skeleton Army Mega Knight Inferno Tower
Inferno Tower Skeleton Army Mega Knight
Arrows Rocket
Rocket Skeleton Army Inferno Tower
Inferno Tower Mega Knight Skeleton Army
Rocket Mega Knight Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Mega Knight Inferno Tower
Rocket Skeleton Army Mega Knight Arrows
Rocket Skeleton Army Mega Knight Inferno Tower
Skeleton Army Mega Knight
Inferno Tower Skeleton Army Rocket
Arrows Mega Knight Inferno Tower Royal Ghost

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Rocket Royal Ghost
Arrows Royal Ghost
Rocket Arrows
Arrows Rocket
Rocket Arrows Mega Knight
Arrows Rocket
Arrows
Arrows
Arrows
Rocket
Rocket Arrows
Arrows Rocket
Rocket
Arrows Rocket
Arrows
Rocket Arrows
Arrows Rocket Mega Knight
Arrows Rocket
Rocket
Rocket Arrows Mega Knight
Rocket Arrows Mega Knight
Rocket Mega Knight
Rocket Arrows
Rocket
Rocket Arrows
Arrows Mega Knight
Arrows Royal Ghost
Arrows Mega Knight
Rocket Arrows
Arrows
Rocket
Arrows Rocket Mega Knight
Rocket Arrows
Mega Knight
Rocket Arrows
Rocket Skeleton Army
Rocket Arrows
Arrows
Rocket Mega Knight
Arrows
Rocket Arrows
Mega Knight
Rocket
Rocket
Rocket Royal Ghost Mega Knight

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