My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

Defensive buildings

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

Missing

Investments

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

Ice Spirit Knight Electro Wizard 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 Poison

Punishments

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

Hog Rider Mega Knight

Pump responses

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

Poison

Dropped at the bridge

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

Ice Spirit Knight Barbarians Hog Rider 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 Electro Wizard

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
Giant Snowball
Barbarians Hog Rider
Zap
Barbarian Barrel
Ice Spirit Knight Barbarians Electro Wizard
The Log
Ice Spirit Barbarians Hog Rider
Earthquake
Barbarians Hog Rider
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Knight Barbarians Hog Rider Electro Wizard
Fireball
Barbarians Hog Rider Electro Wizard
Poison
Barbarians Electro Wizard
Lightning
Knight Electro Wizard
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Poison

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Poison 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.

Ice Spirit Arrows Knight Poison Mega Knight

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.

Ice Spirit Barbarians Electro Wizard

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Arrows Knight Hog Rider Poison Electro Wizard Barbarians Mega Knight

Shortest cycle

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

11 Ice Spirit Arrows Knight Hog Rider

Attack Synergies 4 12

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.

Ice Spirit
Knight Hog Rider Barbarians Mega Knight
Arrows
Hog Rider Knight Mega Knight
Knight
Ice Spirit Hog Rider Arrows Poison Electro Wizard
Barbarians
Ice Spirit Hog Rider
Hog Rider
Ice Spirit Arrows Knight Barbarians Poison Electro Wizard Mega Knight
Poison
Knight Hog Rider Mega Knight
Electro Wizard
Knight Hog Rider Mega Knight
Mega Knight
Ice Spirit Arrows Hog Rider Poison Electro Wizard

Defense Synergies 2 11

Ice Spirit
Knight Barbarians Poison Electro Wizard Mega Knight
Arrows
Mega Knight Knight Barbarians
Knight
Electro Wizard Ice Spirit Arrows Poison
Barbarians
Ice Spirit Arrows
Hog Rider
Poison
Ice Spirit Knight Electro Wizard Mega Knight
Electro Wizard
Knight Ice Spirit Poison Mega Knight
Mega Knight
Arrows Ice Spirit Poison Electro Wizard

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.

Knight Electro Wizard
Barbarians Ice Spirit Knight Electro Wizard Mega Knight
Barbarians Mega Knight Knight Electro Wizard
Barbarians Knight Electro Wizard Mega Knight
Arrows Barbarians Poison Mega Knight
Arrows Electro Wizard Mega Knight
Electro Wizard Ice Spirit Arrows Poison
Arrows Barbarians Poison Electro Wizard Mega Knight
Barbarians
Knight Ice Spirit Barbarians Electro Wizard Mega Knight
Barbarians Poison Electro Wizard Arrows Knight Mega Knight
Arrows Poison Electro Wizard
Barbarians Mega Knight Ice Spirit Knight Electro Wizard
Mega Knight Ice Spirit Arrows Barbarians Poison Electro Wizard
Barbarians Knight Electro Wizard Mega Knight
Barbarians Ice Spirit Electro Wizard Mega Knight
Barbarians Mega Knight Arrows Knight Poison Electro Wizard
Ice Spirit Arrows Mega Knight Knight Barbarians Electro Wizard
Arrows Poison Ice Spirit Knight Barbarians Electro Wizard Mega Knight
Barbarians Electro Wizard
Mega Knight Arrows Knight Barbarians Poison Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Mega Knight Electro Wizard
Poison Electro Wizard Arrows Knight Mega Knight
Barbarians Mega Knight Ice Spirit Knight Electro Wizard
Mega Knight Knight Barbarians Electro Wizard
Barbarians Knight Mega Knight
Arrows Poison Ice Spirit Electro Wizard
Knight Barbarians Electro Wizard
Mega Knight Knight Barbarians
Electro Wizard Mega Knight Ice Spirit Knight Barbarians Poison
Barbarians
Mega Knight Knight Barbarians
Mega Knight Arrows Barbarians Poison Electro Wizard
Barbarians Mega Knight Knight
Barbarians Mega Knight
Barbarians Electro Wizard Ice Spirit Knight Poison
Arrows Poison Mega Knight Barbarians Electro Wizard

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.)

Poison Arrows Knight
Arrows Poison Electro Wizard
Arrows Poison
Arrows Knight Barbarians Poison
Poison Arrows Mega Knight
Arrows Poison Ice Spirit
Arrows Poison
Arrows Poison Ice Spirit
Arrows Poison
Poison Electro Wizard
Poison Arrows Knight Electro Wizard
Poison Arrows
Poison Knight
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison Mega Knight
Arrows Poison
Arrows Poison Electro Wizard Mega Knight
Arrows Poison Mega Knight
Poison Mega Knight
Arrows Poison
Arrows Barbarians Poison
Arrows Poison Ice Spirit Mega Knight
Arrows Poison Electro Wizard
Arrows Poison Mega Knight
Poison Arrows
Poison Arrows Electro Wizard
Electro Wizard Ice Spirit Poison
Poison Arrows Mega Knight
Ice Spirit Arrows Poison Electro Wizard
Mega Knight
Arrows Poison
Electro Wizard Ice Spirit Barbarians
Poison Arrows Electro Wizard
Arrows
Poison Knight Electro Wizard Mega Knight
Arrows Poison
Arrows Poison
Mega Knight
Ice Spirit Poison Electro Wizard
Poison Electro Wizard
Poison Electro Wizard Mega Knight

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