My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Goblin Gang Wizard Electro Wizard Inferno 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.

Wizard Bowler Electro Wizard Inferno Dragon

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 Fireball

Punishments

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

Goblin Gang 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.

Goblin Gang 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 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
Goblin Gang Hog Rider Inferno Dragon
Giant Snowball
Goblin Gang Hog Rider Inferno Dragon
Zap
Goblin Gang Inferno Dragon
Barbarian Barrel
Goblin Gang Wizard Electro Wizard
The Log
Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Hog Rider Wizard Bowler Electro Wizard Inferno Dragon
Fireball
Goblin Gang Hog Rider Wizard Bowler Electro Wizard Inferno Dragon
Poison
Goblin Gang Wizard Electro Wizard
Lightning
Wizard Bowler Electro Wizard Inferno Dragon
Rocket
Hog Rider Wizard Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Bowler

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.

Arrows Bowler Inferno Dragon

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.

Goblin Gang Fireball Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Fireball Hog Rider Electro Wizard Inferno Dragon Wizard Bowler

Shortest cycle

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

14 Arrows Goblin Gang Fireball Hog Rider

Attack Synergies 4 7

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
Fireball Hog Rider Bowler
Goblin Gang
Hog Rider Bowler
Fireball
Arrows Hog Rider Electro Wizard
Hog Rider
Arrows Goblin Gang Fireball Wizard Bowler Electro Wizard
Wizard
Hog Rider
Bowler
Arrows Goblin Gang Hog Rider Electro Wizard
Electro Wizard
Fireball Hog Rider Bowler
Inferno Dragon

Defense Synergies 0 8

Arrows
Fireball Bowler
Goblin Gang
Electro Wizard Inferno Dragon
Fireball
Arrows Electro Wizard
Hog Rider
Wizard
Electro Wizard
Bowler
Arrows Electro Wizard
Electro Wizard
Goblin Gang Fireball Wizard Bowler Inferno Dragon
Inferno Dragon
Goblin Gang 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.

Bowler Fireball Wizard Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard
Goblin Gang Bowler Electro Wizard Inferno Dragon
Inferno Dragon Goblin Gang Bowler Electro Wizard
Arrows Fireball Bowler
Arrows Goblin Gang Fireball Bowler Electro Wizard
Electro Wizard Inferno Dragon Arrows Goblin Gang Fireball Wizard
Bowler Arrows Fireball Electro Wizard
Inferno Dragon Goblin Gang
Goblin Gang Bowler Electro Wizard
Goblin Gang Electro Wizard Arrows Fireball Wizard Bowler
Arrows Inferno Dragon Goblin Gang Fireball Wizard Electro Wizard
Bowler Goblin Gang Fireball Wizard Electro Wizard
Fireball Wizard Bowler Arrows Goblin Gang Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard
Goblin Gang Fireball Bowler Electro Wizard Inferno Dragon
Wizard Arrows Goblin Gang Fireball Bowler Electro Wizard
Arrows Fireball Goblin Gang Wizard Bowler Electro Wizard
Arrows Wizard Fireball Bowler Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Goblin Gang Wizard Bowler Arrows Fireball Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Fireball Bowler Electro Wizard
Fireball Electro Wizard Arrows Goblin Gang Wizard Bowler Inferno Dragon
Goblin Gang Bowler Electro Wizard
Goblin Gang Bowler Fireball Electro Wizard
Goblin Gang Bowler Inferno Dragon
Arrows Fireball Wizard Goblin Gang Electro Wizard
Goblin Gang Fireball Bowler Electro Wizard
Inferno Dragon
Electro Wizard Fireball Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Bowler
Arrows Fireball Bowler Electro Wizard
Bowler Goblin Gang Fireball Wizard
Wizard Fireball Bowler
Goblin Gang Electro Wizard Fireball Bowler Inferno Dragon
Arrows Bowler Fireball Wizard Electro Wizard Inferno Dragon

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 Arrows
Arrows Fireball Bowler Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Wizard Arrows Bowler
Arrows Fireball Wizard
Arrows Wizard Bowler
Arrows Fireball Wizard Bowler
Arrows Fireball Wizard
Goblin Gang Fireball Bowler Electro Wizard
Arrows Fireball Wizard Bowler Electro Wizard
Fireball Arrows Wizard
Fireball Bowler
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard Bowler
Arrows Fireball Wizard Bowler
Arrows Fireball
Arrows Fireball Wizard Bowler Electro Wizard
Arrows Fireball Wizard Bowler
Fireball Bowler
Arrows Fireball Wizard
Bowler
Arrows Fireball
Arrows Fireball Wizard Bowler
Inferno Dragon
Arrows Fireball Wizard Bowler Electro Wizard
Fireball Arrows Wizard Bowler
Fireball Arrows
Arrows Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard
Fireball Bowler
Arrows Fireball Wizard
Arrows Fireball Electro Wizard
Arrows Fireball Wizard Bowler
Electro Wizard Goblin Gang Fireball
Fireball Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Goblin Gang Wizard Bowler Electro Wizard
Arrows Fireball Wizard Bowler
Arrows Fireball
Goblin Gang Fireball Bowler Electro Wizard
Fireball Electro Wizard
Fireball Bowler Electro Wizard

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