My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon

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.

Elixir Collector Baby Dragon

Offensive cards

Win conditions

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

Hog Rider Miner

Damage spells

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

Fireball Freeze

Punishments

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

Hog Rider Miner

Pump responses

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

Fireball Elixir Collector Miner

Dropped at the bridge

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

Barbarians Hog Rider Baby Dragon

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 Miner

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 Miner
Giant Snowball
Barbarians Hog Rider Skeleton Army Baby Dragon Miner
Zap
Skeleton Army
Barbarian Barrel
Barbarians Skeleton Army
The Log
Barbarians Hog Rider Skeleton Army
Earthquake
Barbarians Hog Rider Elixir Collector Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Barbarians Hog Rider Skeleton Army Baby Dragon Miner
Fireball
Barbarians Hog Rider Elixir Collector Skeleton Army Baby Dragon
Poison
Barbarians Elixir Collector Skeleton Army
Lightning
Elixir Collector Baby Dragon
Rocket
Barbarians Hog Rider Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon Freeze

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.

Elixir Collector Skeleton Army Baby Dragon Freeze Miner

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 Skeleton Army

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.

Barbarians 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Miner Fireball Hog Rider Baby Dragon Freeze Barbarians Elixir Collector

Shortest cycle

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

14 Skeleton Army Miner Fireball Hog Rider

Attack Synergies 2 6

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.

Barbarians
Hog Rider
Fireball
Hog Rider Baby Dragon Freeze Miner
Hog Rider
Fireball Freeze Barbarians Baby Dragon
Elixir Collector
Skeleton Army
Baby Dragon
Fireball Hog Rider Miner
Freeze
Hog Rider Fireball
Miner
Fireball Baby Dragon

Defense Synergies 0 4

Barbarians
Skeleton Army
Fireball
Freeze Miner
Hog Rider
Elixir Collector
Skeleton Army
Barbarians Freeze
Baby Dragon
Freeze
Fireball Skeleton Army
Miner
Fireball

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.

Fireball Baby Dragon
Barbarians Skeleton Army
Barbarians Skeleton Army Freeze
Barbarians Skeleton Army
Barbarians Fireball Skeleton Army
Fireball Skeleton Army Freeze Baby Dragon
Fireball Baby Dragon Freeze
Barbarians Fireball Baby Dragon
Barbarians Skeleton Army
Skeleton Army Barbarians Miner
Barbarians Skeleton Army Fireball Baby Dragon Freeze
Fireball Baby Dragon
Barbarians Skeleton Army Fireball Freeze
Fireball Skeleton Army Barbarians Baby Dragon Freeze
Barbarians Skeleton Army
Barbarians Skeleton Army Fireball Freeze
Barbarians Fireball Skeleton Army
Fireball Barbarians Skeleton Army Baby Dragon
Baby Dragon Freeze Barbarians Fireball
Barbarians
Skeleton Army Barbarians Fireball Baby Dragon

Counters to secondary win conditions

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

Barbarians Skeleton Army Fireball
Fireball Baby Dragon Miner
Barbarians Skeleton Army
Skeleton Army Barbarians Fireball
Barbarians Skeleton Army
Fireball Baby Dragon Freeze
Skeleton Army Barbarians Fireball
Barbarians Skeleton Army
Freeze Barbarians Fireball Skeleton Army Baby Dragon
Barbarians Skeleton Army
Barbarians
Skeleton Army Barbarians Fireball
Barbarians Skeleton Army Fireball
Barbarians Fireball Skeleton Army Baby Dragon
Barbarians Skeleton Army Fireball Baby Dragon Freeze
Barbarians Fireball Baby Dragon Freeze

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 Baby Dragon Freeze
Fireball Baby Dragon Miner
Fireball Baby Dragon Miner
Barbarians Fireball Freeze
Fireball Baby Dragon
Fireball Baby Dragon Freeze
Baby Dragon
Fireball Baby Dragon Freeze
Fireball Miner
Fireball
Miner Fireball
Fireball Baby Dragon
Fireball Baby Dragon Miner
Fireball Baby Dragon Freeze
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Freeze
Fireball Baby Dragon
Fireball Baby Dragon Miner
Fireball Baby Dragon
Fireball
Barbarians Fireball Baby Dragon
Freeze Fireball Baby Dragon
Fireball Miner Baby Dragon
Fireball Baby Dragon Miner
Fireball Miner Baby Dragon
Fireball Baby Dragon
Fireball Freeze
Fireball
Fireball Miner
Fireball Freeze
Fireball
Barbarians Fireball Skeleton Army Freeze
Fireball Baby Dragon
Freeze
Fireball
Fireball Miner Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Freeze
Fireball
Fireball Baby Dragon Freeze Miner

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