My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Missing

Defensive buildings

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

X-Bow

Investments

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

Knight Royal Giant Elixir Collector Giant Skeleton X-Bow

Offensive cards

Win conditions

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

Royal Giant Hog Rider X-Bow

Damage spells

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

Rocket

Punishments

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

Royal Giant Elite Barbarians Hog Rider X-Bow

Pump responses

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

Rocket Elixir Collector

Dropped at the bridge

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

Knight Royal Giant Elite Barbarians Hog Rider Giant Skeleton X-Bow

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.

Elite Barbarians Hog Rider Giant Skeleton

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
Royal Giant Elite Barbarians Hog Rider Giant Skeleton
Giant Snowball
Hog Rider
Zap
Royal Giant X-Bow
Barbarian Barrel
Knight Elite Barbarians Giant Skeleton X-Bow
The Log
Royal Giant Elite Barbarians Hog Rider Giant Skeleton X-Bow
Earthquake
Hog Rider Elixir Collector X-Bow
Arrows
Royal Delivery
Knight Elite Barbarians Hog Rider Giant Skeleton
Fireball
Elite Barbarians Hog Rider Elixir Collector X-Bow
Poison
Elixir Collector X-Bow
Lightning
Knight Elite Barbarians Elixir Collector X-Bow
Rocket
Elite Barbarians Hog Rider Elixir Collector X-Bow

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket

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 Rocket Elixir Collector Giant Skeleton

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.

Royal Giant Elite Barbarians

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.

Knight Hog Rider Royal Giant Elite Barbarians Rocket Elixir Collector Giant Skeleton X-Bow

Shortest cycle

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

19 Knight Hog Rider Royal Giant Elite Barbarians

Attack Synergies 2 10

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.

Knight
Hog Rider X-Bow Elite Barbarians
Royal Giant
Elite Barbarians Hog Rider Rocket Giant Skeleton
Elite Barbarians
Knight Royal Giant Hog Rider
Hog Rider
Knight Royal Giant Elite Barbarians Rocket Giant Skeleton
Rocket
Royal Giant Hog Rider X-Bow
Elixir Collector
Giant Skeleton
Royal Giant Hog Rider X-Bow
X-Bow
Knight Rocket Giant Skeleton

Defense Synergies 1 0

Knight
X-Bow
Royal Giant
Elite Barbarians
Hog Rider
Rocket
Elixir Collector
Giant Skeleton
X-Bow
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.

Rocket Knight X-Bow
Elite Barbarians Knight X-Bow
Rocket Knight Elite Barbarians Giant Skeleton
Elite Barbarians Knight
Elite Barbarians Rocket Giant Skeleton X-Bow
X-Bow
Rocket X-Bow
Rocket Giant Skeleton X-Bow
Elite Barbarians X-Bow
Knight Elite Barbarians Giant Skeleton
Knight Giant Skeleton X-Bow
Knight Elite Barbarians Rocket Giant Skeleton X-Bow
Rocket X-Bow
Elite Barbarians Knight X-Bow
Rocket Elite Barbarians X-Bow
Knight Elite Barbarians X-Bow
Knight Elite Barbarians X-Bow
Knight Giant Skeleton
Elite Barbarians
Knight Elite Barbarians Giant Skeleton

Counters to secondary win conditions

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

Knight Elite Barbarians Giant Skeleton X-Bow
Knight Elite Barbarians Rocket X-Bow
Giant Skeleton Knight Elite Barbarians Rocket
Rocket Giant Skeleton Knight Elite Barbarians X-Bow
Giant Skeleton Knight Elite Barbarians
Rocket
Rocket Knight Elite Barbarians Giant Skeleton
Giant Skeleton Knight Elite Barbarians
Rocket Giant Skeleton Knight Elite Barbarians X-Bow
Knight Elite Barbarians Giant Skeleton
Rocket Elite Barbarians Giant Skeleton
Elite Barbarians Rocket Giant Skeleton Knight
Elite Barbarians Knight Rocket Giant Skeleton X-Bow
Elite Barbarians Giant Skeleton

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.)

Knight Rocket Giant Skeleton X-Bow
X-Bow
Rocket Giant Skeleton X-Bow
Knight Rocket Giant Skeleton
Rocket
Rocket
X-Bow
X-Bow
Rocket Elite Barbarians X-Bow
Rocket Knight X-Bow
Rocket
Rocket Knight Elite Barbarians
Rocket X-Bow
Elite Barbarians X-Bow
Rocket X-Bow
Rocket X-Bow
Rocket
Rocket
Rocket X-Bow
Rocket X-Bow
Rocket Giant Skeleton X-Bow
Rocket
Rocket X-Bow
Rocket X-Bow
X-Bow
X-Bow
Rocket X-Bow
Elite Barbarians X-Bow
Rocket
Elite Barbarians
Rocket X-Bow
Rocket
Giant Skeleton
Rocket
Rocket X-Bow
Rocket
Knight Rocket
Rocket Giant Skeleton
Elite Barbarians
Elite Barbarians Rocket Giant Skeleton
Rocket
Rocket Giant Skeleton X-Bow

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