My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Mediocre
Synergy
Great!
Versatility
RIP
F2P score
Mediocre

3 problems 6 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!
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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Mortar

Investments

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

Missing

Offensive cards

Win conditions

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

Mortar Hog Rider Royal Hogs Goblin Barrel

Damage spells

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

Fireball Rocket

Punishments

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

Mortar Hog Rider Royal Hogs Goblin Barrel

Pump responses

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

Fireball Rocket Goblin Barrel

Dropped at the bridge

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

Mortar Hog Rider Royal Hogs

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 Royal Hogs Goblin Barrel

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 Royal Hogs Goblin Barrel Clone
Giant Snowball
Hog Rider Royal Hogs Goblin Barrel Clone
Zap
Mortar Royal Hogs Goblin Barrel Clone
Barbarian Barrel
Mortar Royal Hogs Goblin Barrel Clone
The Log
Hog Rider Royal Hogs Goblin Barrel Clone
Earthquake
Mortar Hog Rider Royal Hogs Goblin Barrel Clone
Arrows
Royal Hogs Goblin Barrel Clone
Royal Delivery
Hog Rider Royal Hogs Goblin Barrel Clone
Fireball
Mortar Hog Rider Royal Hogs Goblin Barrel Clone
Poison
Mortar Royal Hogs Clone
Lightning
Mortar
Rocket
Mortar Hog Rider Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball 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.

Rocket Clone

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 Goblin Barrel

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.

Fireball Goblin Barrel

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.

Mirror Goblin Barrel Clone Mortar Fireball Hog Rider Royal Hogs Rocket

Shortest cycle

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

10 Mirror Goblin Barrel Clone Mortar

Attack Synergies 3 11

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.

Mortar
Fireball Hog Rider Rocket
Fireball
Hog Rider Mirror Mortar Royal Hogs
Hog Rider
Fireball Mortar Rocket Mirror Goblin Barrel
Royal Hogs
Fireball Goblin Barrel Clone
Rocket
Mortar Hog Rider Mirror
Mirror
Fireball Goblin Barrel Hog Rider Rocket
Goblin Barrel
Mirror Hog Rider Royal Hogs Clone
Clone
Royal Hogs Goblin Barrel

Defense Synergies 1 2

Mortar
Fireball Mirror
Fireball
Mirror Mortar
Hog Rider
Royal Hogs
Rocket
Mirror
Fireball Mortar
Goblin Barrel
Clone

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 Mortar Fireball
Mortar
Mortar Rocket
Mortar
Fireball Rocket
Fireball
Rocket Mortar Fireball
Rocket Fireball
Mortar
Fireball
Fireball
Mortar Fireball Rocket
Fireball Rocket Mortar
Mortar
Rocket Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar
Fireball

Counters to secondary win conditions

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

Fireball
Fireball Mortar Rocket
Rocket
Rocket Fireball
Fireball Rocket
Rocket Fireball
Rocket Mortar Fireball
Rocket Fireball
Rocket Fireball
Fireball
Mortar Fireball Rocket
Fireball

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 Mortar Rocket
Mortar Fireball
Rocket Fireball
Fireball Rocket
Fireball Rocket Mortar
Fireball Rocket
Mortar
Fireball
Fireball Mortar
Rocket Fireball
Rocket Mortar Fireball
Fireball Rocket
Rocket Mortar Fireball
Mortar Fireball Rocket
Mortar Fireball
Rocket Mortar Fireball
Mortar Fireball Rocket
Mortar Fireball Rocket
Rocket
Rocket Mortar Fireball
Rocket Mortar Fireball
Rocket Fireball
Rocket Fireball
Rocket
Rocket Mortar Fireball
Mortar Fireball
Mortar Fireball
Fireball Mortar
Fireball Rocket Mortar
Fireball
Rocket Fireball
Fireball
Mortar Fireball Rocket
Rocket Fireball
Rocket Fireball
Fireball Rocket
Fireball Rocket
Fireball
Fireball Rocket
Mortar Fireball
Rocket Fireball
Fireball Rocket
Fireball Rocket
Mortar Fireball Rocket

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