My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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!
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!

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.

Missing

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.

Hog Rider Goblin Barrel

Damage spells

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

Zap Arrows Fireball Rage Freeze The Log

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Freeze The Log

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 Rage Freeze

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.

Zap Rage The Log Arrows Goblin Barrel Fireball Hog Rider Freeze

Shortest cycle

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

9 Zap Rage The Log Arrows

Attack Synergies 9 7

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 Fireball Hog Rider Freeze The Log
Arrows
Zap Fireball Hog Rider Goblin Barrel Freeze
Fireball
Zap Arrows Hog Rider Freeze The Log
Hog Rider
Zap Arrows Fireball Rage Freeze The Log Goblin Barrel
Rage
Hog Rider
Goblin Barrel
Arrows Hog Rider
Freeze
Hog Rider Zap Arrows Fireball
The Log
Hog Rider Zap Fireball

Defense Synergies 2 4

Zap
Fireball Arrows The Log
Arrows
Zap Fireball
Fireball
Zap The Log Arrows Freeze
Hog Rider
Rage
Goblin Barrel
Freeze
Fireball
The Log
Fireball Zap

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 Fireball The Log
Zap The Log
Freeze
Arrows Fireball The Log
Arrows Fireball Freeze The Log Zap
Zap Arrows Fireball Freeze
Zap Arrows Fireball The Log
Zap Arrows Fireball Freeze The Log
Arrows Zap Fireball
Zap Fireball Freeze The Log
Fireball Zap Arrows Freeze The Log
Zap Fireball Freeze The Log
Arrows Fireball
Arrows Fireball Zap The Log
Zap Arrows Freeze The Log Fireball
Arrows Fireball The Log

Counters to secondary win conditions

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

Zap Fireball
Fireball Zap Arrows The Log
Zap The Log
Zap Fireball The Log
Arrows Fireball Zap Freeze
Fireball
Zap Freeze Fireball The Log
Zap Arrows Fireball The Log
Fireball
Fireball
Zap Fireball Freeze The Log
Arrows Zap Fireball Freeze The Log

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 Freeze The Log
Arrows Fireball Zap The Log
Arrows Fireball The Log
Arrows Fireball Freeze The Log
Fireball Zap Arrows The Log
Arrows Fireball Zap Freeze
Arrows The Log
Arrows Fireball The Log Zap Freeze
Arrows Fireball The Log Zap
Fireball
Zap Arrows Fireball The Log
Fireball Zap Arrows
Fireball The Log
Arrows Fireball Freeze
Zap Arrows Fireball The Log
Zap Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball Freeze
Zap Arrows Fireball The Log
Zap Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Zap Arrows Fireball The Log
Zap Arrows Freeze The Log Fireball
Arrows Fireball The Log Zap
Fireball Zap Arrows The Log
Fireball Zap Arrows The Log
Zap Arrows Fireball
Zap Fireball Freeze
Fireball
Zap Arrows Fireball The Log
Zap Arrows Fireball Freeze
Arrows Fireball The Log
Zap Fireball Freeze
Fireball Zap Arrows
Freeze
Arrows The Log Fireball
Fireball
Arrows The Log Zap Fireball
Zap Arrows Fireball
Zap Fireball Freeze The Log
Zap Fireball
Zap Fireball Freeze The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: