My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Flying Machine 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.

Bomber Knight Flying Machine 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 Rage

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.

Missing

Dropped at the bridge

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

Knight Flying Machine 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
Bomber Hog Rider
Giant Snowball
Bomber Flying Machine Hog Rider
Zap
Bomber Flying Machine
Barbarian Barrel
Bomber Knight Electro Wizard
The Log
Bomber Hog Rider
Earthquake
Bomber Hog Rider
Arrows
Bomber Flying Machine
Royal Delivery
Bomber Knight Flying Machine Hog Rider Electro Wizard
Fireball
Bomber Flying Machine Hog Rider Electro Wizard
Poison
Bomber Flying Machine Electro Wizard
Lightning
Knight Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Mega Knight

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 Knight Rage 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.

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.

Bomber Rage Arrows Knight Flying Machine Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

10 Bomber Rage Arrows Knight

Attack Synergies 3 13

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.

Bomber
Knight Hog Rider Mega Knight
Arrows
Hog Rider Knight Mega Knight
Knight
Hog Rider Bomber Arrows Flying Machine Electro Wizard
Flying Machine
Knight Hog Rider Mega Knight
Hog Rider
Arrows Knight Rage Bomber Flying Machine Electro Wizard Mega Knight
Rage
Hog Rider Electro Wizard
Electro Wizard
Knight Hog Rider Rage Mega Knight
Mega Knight
Bomber Arrows Flying Machine Hog Rider Electro Wizard

Defense Synergies 3 6

Bomber
Knight Electro Wizard
Arrows
Mega Knight Knight
Knight
Bomber Electro Wizard Arrows Flying Machine
Flying Machine
Knight Electro Wizard Mega Knight
Hog Rider
Rage
Electro Wizard
Knight Bomber Flying Machine Mega Knight
Mega Knight
Arrows Flying Machine 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.

Bomber Knight Flying Machine Electro Wizard
Bomber Knight Flying Machine Electro Wizard Mega Knight
Mega Knight Bomber Knight Electro Wizard
Bomber Knight Electro Wizard Mega Knight
Bomber Arrows Mega Knight
Arrows Bomber Flying Machine Electro Wizard Mega Knight
Electro Wizard Arrows Flying Machine
Arrows Flying Machine Electro Wizard Mega Knight
Knight Bomber Electro Wizard Mega Knight
Electro Wizard Bomber Arrows Knight Flying Machine Mega Knight
Arrows Flying Machine Electro Wizard
Mega Knight Bomber Knight Flying Machine Electro Wizard
Bomber Mega Knight Arrows Electro Wizard
Knight Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Bomber Arrows Knight Electro Wizard
Arrows Mega Knight Bomber Knight Flying Machine Electro Wizard
Arrows Bomber Knight Flying Machine Electro Wizard Mega Knight
Electro Wizard
Bomber Mega Knight Arrows Knight Flying Machine Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Electro Wizard
Electro Wizard Bomber Arrows Knight Flying Machine Mega Knight
Mega Knight Knight Electro Wizard
Mega Knight Knight Electro Wizard
Knight Mega Knight
Arrows Flying Machine Electro Wizard
Knight Flying Machine Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Knight Flying Machine
Mega Knight Knight Flying Machine
Mega Knight Arrows Electro Wizard
Mega Knight Knight
Bomber Flying Machine Mega Knight
Electro Wizard Bomber Knight Flying Machine
Arrows Mega Knight Bomber Flying Machine 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.)

Arrows Knight Flying Machine
Arrows Flying Machine Electro Wizard
Arrows Flying Machine
Arrows Knight Flying Machine
Bomber Arrows Mega Knight
Arrows Flying Machine
Bomber Arrows Flying Machine
Arrows Flying Machine
Arrows Flying Machine
Electro Wizard
Arrows Knight Flying Machine Electro Wizard
Arrows Flying Machine
Flying Machine Knight
Arrows Flying Machine
Arrows Flying Machine
Bomber Arrows Flying Machine
Arrows Flying Machine Mega Knight
Arrows
Bomber
Bomber Arrows Flying Machine Electro Wizard Mega Knight
Bomber Arrows Flying Machine Mega Knight
Mega Knight
Arrows
Arrows Flying Machine
Arrows Bomber Mega Knight
Arrows Flying Machine Electro Wizard
Arrows Flying Machine Mega Knight
Arrows
Arrows Flying Machine Electro Wizard
Electro Wizard Flying Machine
Bomber Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Flying Machine
Arrows Flying Machine Electro Wizard
Arrows
Knight Flying Machine Electro Wizard Mega Knight
Arrows Bomber Flying Machine
Arrows
Flying Machine Mega Knight
Flying Machine Electro Wizard
Flying Machine Electro Wizard
Flying Machine Electro Wizard Mega Knight

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