My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Electro Wizard Inferno Dragon

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.

Giant Skeleton Electro Wizard Inferno Dragon

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.

Zap Arrows

Punishments

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

Elite Barbarians Hog Rider

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.

Elite 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.

Elite Barbarians Hog Rider Giant Skeleton 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
Elite Barbarians Hog Rider Guards Giant Skeleton Inferno Dragon
Giant Snowball
Hog Rider Guards Inferno Dragon
Zap
Guards Inferno Dragon
Barbarian Barrel
Elite Barbarians Guards Giant Skeleton Electro Wizard
The Log
Elite Barbarians Hog Rider Guards Giant Skeleton
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Elite Barbarians Hog Rider Guards Giant Skeleton Electro Wizard Inferno Dragon
Fireball
Elite Barbarians Hog Rider Electro Wizard Inferno Dragon
Poison
Guards Electro Wizard
Lightning
Elite Barbarians Electro Wizard Inferno Dragon
Rocket
Elite Barbarians Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Guards Giant Skeleton Inferno Dragon

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.

Elite Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Guards Hog Rider Electro Wizard Inferno Dragon Elite Barbarians Giant Skeleton

Shortest cycle

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

12 Zap Arrows Guards Hog Rider

Attack Synergies 6 8

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.

Zap
Arrows Elite Barbarians Hog Rider Electro Wizard Guards Giant Skeleton
Arrows
Zap Elite Barbarians Hog Rider Giant Skeleton
Elite Barbarians
Zap Arrows Hog Rider
Hog Rider
Zap Arrows Elite Barbarians Guards Giant Skeleton Electro Wizard
Guards
Zap Hog Rider
Giant Skeleton
Zap Arrows Hog Rider Electro Wizard
Electro Wizard
Zap Hog Rider Giant Skeleton
Inferno Dragon

Defense Synergies 1 10

Zap
Electro Wizard Arrows Elite Barbarians Guards Giant Skeleton Inferno Dragon
Arrows
Zap Giant Skeleton
Elite Barbarians
Zap
Hog Rider
Guards
Zap Giant Skeleton Electro Wizard
Giant Skeleton
Zap Arrows Guards Electro Wizard
Electro Wizard
Zap Guards Giant Skeleton Inferno Dragon
Inferno Dragon
Zap 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.

Zap Electro Wizard
Elite Barbarians Inferno Dragon Zap Electro Wizard
Elite Barbarians Giant Skeleton Electro Wizard Inferno Dragon
Elite Barbarians Inferno Dragon Guards Electro Wizard
Arrows Elite Barbarians Giant Skeleton
Arrows Zap Guards Electro Wizard
Electro Wizard Inferno Dragon Zap Arrows
Zap Arrows Giant Skeleton Electro Wizard
Inferno Dragon Elite Barbarians
Elite Barbarians Guards Giant Skeleton Electro Wizard
Guards Electro Wizard Zap Arrows Giant Skeleton
Arrows Inferno Dragon Zap Electro Wizard
Zap Elite Barbarians Guards Giant Skeleton Electro Wizard
Zap Arrows Guards Electro Wizard
Elite Barbarians Inferno Dragon Electro Wizard
Zap Elite Barbarians Electro Wizard Inferno Dragon
Arrows Elite Barbarians Electro Wizard
Arrows Zap Elite Barbarians Guards Electro Wizard
Zap Arrows Guards Giant Skeleton Electro Wizard Inferno Dragon
Elite Barbarians Electro Wizard Inferno Dragon
Arrows Elite Barbarians Guards Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Guards Zap Elite Barbarians Giant Skeleton Electro Wizard
Electro Wizard Zap Arrows Elite Barbarians Inferno Dragon
Guards Giant Skeleton Zap Elite Barbarians Electro Wizard
Guards Giant Skeleton Zap Elite Barbarians Electro Wizard
Giant Skeleton Elite Barbarians Guards Inferno Dragon
Arrows Zap Electro Wizard
Guards Elite Barbarians Giant Skeleton Electro Wizard
Giant Skeleton Elite Barbarians Inferno Dragon
Zap Giant Skeleton Electro Wizard Elite Barbarians Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Elite Barbarians Guards Giant Skeleton
Zap Arrows Elite Barbarians Guards Giant Skeleton Electro Wizard
Elite Barbarians Giant Skeleton Guards
Elite Barbarians Guards Electro Wizard Zap Giant Skeleton Inferno Dragon
Arrows Zap Elite Barbarians Giant Skeleton Electro Wizard Inferno Dragon

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 Guards Giant Skeleton
Arrows Zap Electro Wizard
Arrows Giant Skeleton
Arrows Guards Giant Skeleton
Zap Arrows
Arrows Zap
Arrows
Arrows Zap
Arrows Zap
Elite Barbarians Guards Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Elite Barbarians
Arrows
Zap Arrows Elite Barbarians
Zap Arrows
Arrows
Arrows
Zap Arrows Electro Wizard
Zap Arrows
Giant Skeleton
Arrows
Zap Arrows
Zap Arrows
Inferno Dragon
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Elite Barbarians Zap Arrows Electro Wizard
Zap Electro Wizard Guards
Elite Barbarians
Zap Arrows
Zap Arrows Electro Wizard
Giant Skeleton
Arrows
Zap Electro Wizard Guards
Zap Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Zap
Zap Arrows Giant Skeleton
Elite Barbarians
Zap Elite Barbarians Guards Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Giant Skeleton Electro Wizard

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