My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions

Defensive buildings

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

Cannon

Investments

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

Knight Giant Skeleton

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.

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.

Knight Barbarians Hog Rider Giant Skeleton

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 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
Minions Hog Rider Giant Skeleton
Giant Snowball
Minions Cannon Barbarians Hog Rider
Zap
Minions Cannon
Barbarian Barrel
Knight Cannon Barbarians Giant Skeleton
The Log
Cannon Barbarians Hog Rider Giant Skeleton
Earthquake
Cannon Barbarians Hog Rider
Arrows
Minions
Royal Delivery
Knight Minions Barbarians Hog Rider Giant Skeleton
Fireball
Minions Cannon Barbarians Hog Rider
Poison
Minions Cannon Barbarians
Lightning
Knight Cannon
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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 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.

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.

Minions 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Minions Cannon Fireball Hog Rider Barbarians Giant Skeleton

Shortest cycle

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

12 Arrows Knight Minions Cannon

Attack Synergies 6 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.

Arrows
Fireball Hog Rider Knight Giant Skeleton
Knight
Minions Hog Rider Arrows Fireball
Minions
Knight Hog Rider Giant Skeleton
Cannon
Barbarians
Hog Rider
Fireball
Arrows Hog Rider Knight
Hog Rider
Arrows Knight Minions Fireball Barbarians Giant Skeleton
Giant Skeleton
Arrows Minions Hog Rider

Defense Synergies 2 9

Arrows
Knight Cannon Barbarians Fireball Giant Skeleton
Knight
Minions Cannon Arrows Fireball
Minions
Knight Cannon Giant Skeleton
Cannon
Knight Arrows Minions Fireball
Barbarians
Arrows
Fireball
Arrows Knight Cannon
Hog Rider
Giant Skeleton
Arrows Minions

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 Minions Cannon Fireball
Barbarians Knight Minions Cannon
Cannon Barbarians Knight Minions Giant Skeleton
Cannon Barbarians Knight Minions
Arrows Barbarians Fireball Giant Skeleton
Arrows Fireball Minions Cannon
Minions Arrows Cannon Fireball
Arrows Cannon Barbarians Fireball Giant Skeleton
Cannon Barbarians Minions
Knight Cannon Barbarians Giant Skeleton
Minions Barbarians Arrows Knight Cannon Fireball Giant Skeleton
Arrows Minions Fireball
Cannon Barbarians Knight Minions Fireball Giant Skeleton
Fireball Arrows Minions Cannon Barbarians
Barbarians Knight Cannon
Barbarians Cannon Fireball
Barbarians Arrows Knight Minions Cannon Fireball
Arrows Cannon Fireball Knight Minions Barbarians
Arrows Knight Minions Cannon Barbarians Fireball Giant Skeleton
Barbarians Cannon
Arrows Knight Minions Cannon Barbarians Fireball Giant Skeleton

Counters to secondary win conditions

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

Knight Barbarians Fireball Giant Skeleton
Fireball Arrows Knight
Barbarians Giant Skeleton Knight Minions
Giant Skeleton Knight Barbarians Fireball
Barbarians Giant Skeleton Knight Cannon
Arrows Fireball Minions
Knight Minions Barbarians Fireball Giant Skeleton
Giant Skeleton Knight Barbarians
Giant Skeleton Knight Minions Barbarians Fireball
Cannon Barbarians
Knight Minions Barbarians Giant Skeleton
Arrows Barbarians Fireball Giant Skeleton
Barbarians Giant Skeleton Knight Cannon Fireball
Cannon Barbarians Fireball
Barbarians Knight Minions Fireball Giant Skeleton
Arrows Minions Cannon Barbarians Fireball 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.)

Fireball Arrows Knight Giant Skeleton
Arrows Fireball
Arrows Fireball Giant Skeleton
Arrows Knight Barbarians Fireball Giant Skeleton
Fireball Arrows
Arrows Fireball Minions
Arrows
Arrows Fireball
Arrows Fireball
Minions Fireball
Arrows Knight Fireball
Fireball Arrows
Knight Fireball
Arrows Minions Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Minions
Arrows Fireball
Arrows Fireball
Minions Fireball Giant Skeleton
Arrows Fireball
Arrows Barbarians Fireball
Arrows Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Arrows Fireball
Minions Fireball
Fireball
Arrows Fireball
Arrows Fireball
Giant Skeleton
Arrows Fireball
Minions Barbarians Fireball
Fireball Arrows
Arrows Fireball
Fireball Knight
Arrows Fireball
Arrows Fireball Giant Skeleton
Minions Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton

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