My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman Ram Rider

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Goblin Giant Magic Archer

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.

Zappies Elixir Collector Goblin Giant Magic Archer

Offensive cards

Win conditions

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

Hog Rider Goblin Giant

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.

Hog Rider Goblin Giant

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.

Hog Rider Goblin Giant Magic Archer

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 Magic Archer

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 Guards Skeleton Army
Giant Snowball
Hog Rider Zappies Guards Skeleton Army
Zap
Zappies Guards Skeleton Army Goblin Giant
Barbarian Barrel
Zappies Guards Skeleton Army Magic Archer
The Log
Hog Rider Zappies Guards Skeleton Army
Earthquake
Hog Rider Zappies Elixir Collector Guards Skeleton Army
Arrows
Zappies Guards Skeleton Army
Royal Delivery
Hog Rider Zappies Guards Skeleton Army Magic Archer
Fireball
Hog Rider Zappies Elixir Collector Skeleton Army Magic Archer
Poison
Zappies Elixir Collector Guards Skeleton Army Magic Archer
Lightning
Elixir Collector Magic Archer
Rocket
Hog Rider Elixir Collector Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Elixir Collector Guards Skeleton Army

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.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Skeleton Army Hog Rider Zappies Magic Archer Rocket Elixir Collector Goblin Giant

Shortest cycle

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

14 Guards Skeleton Army Hog Rider Zappies

Attack Synergies 0 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.

Hog Rider
Zappies Rocket Guards Magic Archer
Zappies
Hog Rider Goblin Giant
Rocket
Hog Rider
Elixir Collector
Guards
Hog Rider
Skeleton Army
Goblin Giant
Zappies Magic Archer
Magic Archer
Hog Rider Goblin Giant

Defense Synergies 0 6

Hog Rider
Zappies
Guards Skeleton Army
Rocket
Elixir Collector
Guards
Zappies Skeleton Army Magic Archer
Skeleton Army
Zappies Guards Magic Archer
Goblin Giant
Magic Archer
Magic Archer
Guards Skeleton Army Goblin Giant

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 Zappies Goblin Giant Magic Archer
Skeleton Army Zappies
Rocket Skeleton Army Zappies
Skeleton Army Zappies Guards
Rocket Skeleton Army
Skeleton Army Zappies Guards Magic Archer
Rocket Zappies Magic Archer
Rocket Goblin Giant Magic Archer
Zappies Skeleton Army
Guards Skeleton Army Zappies
Guards Skeleton Army Zappies Goblin Giant Magic Archer
Zappies Magic Archer
Skeleton Army Zappies Rocket Guards
Rocket Skeleton Army Zappies Guards Magic Archer
Skeleton Army Zappies
Rocket Skeleton Army Zappies
Zappies Skeleton Army
Zappies Guards Skeleton Army Magic Archer
Zappies Guards Magic Archer
Zappies
Skeleton Army Zappies Guards Goblin Giant

Counters to secondary win conditions

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

Guards Skeleton Army Zappies
Rocket Magic Archer
Zappies Guards Skeleton Army Rocket Goblin Giant
Rocket Guards Skeleton Army Zappies Goblin Giant
Zappies Guards Skeleton Army Goblin Giant
Rocket Zappies Goblin Giant Magic Archer
Rocket Guards Skeleton Army Zappies Goblin Giant
Zappies Skeleton Army Goblin Giant
Rocket Zappies Skeleton Army Magic Archer
Zappies Guards Skeleton Army Goblin Giant
Zappies Guards
Rocket Skeleton Army Guards Goblin Giant
Rocket Skeleton Army Zappies Guards Goblin Giant
Zappies Skeleton Army Magic Archer
Zappies Guards Skeleton Army Rocket Goblin Giant Magic Archer
Zappies Magic Archer

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.)

Magic Archer Rocket Guards
Magic Archer
Rocket Goblin Giant Magic Archer
Rocket Guards
Rocket Magic Archer
Rocket Goblin Giant Magic Archer
Magic Archer
Magic Archer
Rocket Guards
Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Magic Archer
Rocket Magic Archer
Magic Archer Rocket
Rocket
Rocket
Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Rocket
Rocket
Rocket
Magic Archer
Magic Archer
Magic Archer
Rocket Magic Archer
Magic Archer
Rocket Zappies Guards
Rocket Magic Archer
Rocket Zappies Magic Archer
Rocket Magic Archer
Zappies Rocket Guards Skeleton Army Magic Archer
Rocket Zappies Magic Archer
Rocket Magic Archer
Magic Archer
Rocket
Zappies Rocket Guards Magic Archer
Zappies Rocket Magic Archer
Rocket Goblin Giant Magic Archer

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