My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Rascals

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!
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.

Archers 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.

Skeletons Archers Knight Wizard Royal Ghost 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.

Arrows

Punishments

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

Hog Rider Royal Ghost

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.

Knight Hog Rider Royal Ghost

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 Ghost

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
Skeletons Archers Hog Rider Inferno Dragon
Giant Snowball
Skeletons Archers Hog Rider Inferno Dragon
Zap
Skeletons Archers Inferno Dragon
Barbarian Barrel
Skeletons Archers Knight Wizard Royal Ghost
The Log
Skeletons Archers Hog Rider
Earthquake
Skeletons Archers Hog Rider
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Knight Hog Rider Wizard Royal Ghost Inferno Dragon
Fireball
Archers Hog Rider Wizard Inferno Dragon
Poison
Archers Wizard
Lightning
Knight Wizard Inferno Dragon
Rocket
Hog Rider Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Royal Ghost

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 Royal Ghost Inferno Dragon

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Archers Arrows Knight Royal Ghost Hog Rider Inferno Dragon Wizard

Shortest cycle

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

10 Skeletons Archers Arrows Knight

Attack Synergies 3 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.

Skeletons
Archers
Knight Arrows Hog Rider Royal Ghost Inferno Dragon
Arrows
Hog Rider Archers Knight
Knight
Archers Hog Rider Arrows Wizard
Hog Rider
Arrows Knight Archers Wizard
Wizard
Knight Hog Rider Royal Ghost
Royal Ghost
Archers Wizard
Inferno Dragon
Archers

Defense Synergies 1 8

Skeletons
Archers Knight Wizard Royal Ghost Inferno Dragon
Archers
Knight Skeletons
Arrows
Knight
Knight
Archers Skeletons Arrows Wizard
Hog Rider
Wizard
Skeletons Knight Royal Ghost
Royal Ghost
Skeletons Wizard
Inferno Dragon
Skeletons

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 Wizard
Inferno Dragon Skeletons Knight
Skeletons Archers Knight Inferno Dragon
Inferno Dragon Skeletons Knight
Arrows
Arrows Skeletons Archers Royal Ghost
Inferno Dragon Archers Arrows Wizard
Arrows
Inferno Dragon Skeletons
Knight Skeletons Archers Royal Ghost
Archers Skeletons Arrows Knight Wizard Royal Ghost
Arrows Inferno Dragon Archers Wizard
Skeletons Knight Wizard
Wizard Arrows Royal Ghost
Inferno Dragon Knight
Inferno Dragon
Wizard Skeletons Arrows Knight
Arrows Archers Knight Wizard Royal Ghost
Arrows Wizard Archers Knight Royal Ghost Inferno Dragon
Inferno Dragon
Wizard Royal Ghost Archers Arrows Knight

Counters to secondary win conditions

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

Knight Skeletons Archers Royal Ghost
Archers Arrows Knight Wizard Royal Ghost Inferno Dragon
Skeletons Knight
Knight
Skeletons Knight Inferno Dragon
Arrows Wizard Skeletons Archers
Skeletons Archers Knight
Knight Inferno Dragon
Skeletons Knight Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon Knight
Arrows
Skeletons Knight Wizard
Wizard Archers
Skeletons Archers Knight Inferno Dragon
Arrows Archers Wizard Royal Ghost 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 Knight Royal Ghost
Arrows Royal Ghost
Arrows
Arrows Knight
Wizard Arrows
Arrows Wizard
Archers Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Knight Wizard
Archers Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Archers Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Inferno Dragon
Arrows Wizard Royal Ghost
Arrows Wizard
Arrows
Archers Arrows Wizard
Wizard
Arrows Wizard
Arrows
Arrows Wizard
Archers
Archers Arrows Wizard
Arrows
Knight Wizard
Arrows Wizard
Arrows
Royal Ghost

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