My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers

Defensive buildings

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

Cannon

Investments

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

Archers 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.

Zap Fireball The Log

Punishments

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

Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Goblins Knight Hog Rider

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

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
Archers Hog Rider
Giant Snowball
Goblins Archers Cannon Hog Rider
Zap
Goblins Archers Cannon
Barbarian Barrel
Goblins Archers Knight Cannon
The Log
Goblins Archers Cannon Hog Rider
Earthquake
Archers Cannon Hog Rider
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Knight Hog Rider
Fireball
Archers Cannon Hog Rider
Poison
Archers Cannon
Lightning
Knight Cannon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log

Ladder info

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.

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.

Fireball

Weak when underleveled

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

Goblins Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap The Log Archers Knight Cannon Fireball Hog Rider

Shortest cycle

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

9 Goblins Zap The Log Archers

Attack Synergies 7 9

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.

Goblins
Hog Rider Zap Archers
Zap
Fireball Hog Rider Goblins Archers Knight The Log
Archers
Knight Goblins Zap Hog Rider
Knight
Archers Hog Rider Zap Fireball The Log
Cannon
Fireball
Zap Hog Rider Knight The Log
Hog Rider
Goblins Zap Knight Fireball The Log Archers
The Log
Hog Rider Zap Knight Fireball

Defense Synergies 6 13

Goblins
Zap Archers Knight Cannon The Log
Zap
Cannon Fireball Goblins Archers Knight The Log
Archers
Knight Goblins Zap Cannon The Log
Knight
Archers Cannon Goblins Zap Fireball The Log
Cannon
Zap Knight The Log Goblins Archers Fireball
Fireball
Zap The Log Knight Cannon
Hog Rider
The Log
Cannon Fireball Goblins Zap Archers Knight

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.

Zap Knight Cannon Fireball The Log
Goblins Zap Knight Cannon The Log
Cannon Goblins Archers Knight
Cannon Goblins Knight
Fireball The Log
Fireball The Log Goblins Zap Archers Cannon
Zap Archers Cannon Fireball
Zap Cannon Fireball The Log
Cannon Goblins
Knight Goblins Archers Cannon
Goblins Archers Zap Knight Cannon Fireball The Log
Zap Archers Fireball
Cannon Zap Knight Fireball The Log
Fireball Goblins Zap Cannon The Log
Knight Cannon
Zap Cannon Fireball The Log
Goblins Knight Cannon Fireball
Cannon Fireball Goblins Zap Archers Knight The Log
Zap The Log Archers Knight Cannon Fireball
Cannon
Goblins Archers Knight Cannon Fireball The Log

Counters to secondary win conditions

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

Knight Goblins Zap Archers Fireball
Fireball Zap Archers Knight The Log
Goblins Zap Knight The Log
Zap Knight Fireball The Log
Knight Cannon
Fireball Zap Archers
Goblins Archers Knight Fireball
Knight
Zap Goblins Knight Fireball The Log
Cannon
Knight
Zap Fireball The Log
Knight Cannon Fireball
Archers Cannon Fireball
Goblins Zap Archers Knight Fireball The Log
Zap Archers Cannon Fireball The Log

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.)

Fireball Knight The Log
Fireball Zap The Log
Fireball The Log
Knight Fireball The Log
Fireball Zap The Log
Fireball Zap
Archers The Log
Fireball The Log Zap
Fireball The Log Zap
Goblins Fireball
Zap Knight Fireball The Log
Fireball Zap Archers
Knight Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Zap Archers Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Zap Archers Fireball
Zap Fireball
Fireball
Zap Fireball The Log
Zap Fireball
Fireball The Log
Zap Archers Fireball
Fireball Zap Archers
The Log Fireball
Fireball Knight
The Log Zap Fireball
Zap Fireball
Zap Fireball The Log
Zap Fireball
Zap Fireball The Log

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