My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Electro Dragon

Deck tips

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

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!
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 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.

Wizard

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 Wizard Bowler

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Arrows Fireball Rage

Punishments

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

Elite Barbarians Hog Rider Giant

Pump responses

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

Fireball

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

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

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 Giant
Giant Snowball
Hog Rider
Zap
Barbarian Barrel
Elite Barbarians Wizard
The Log
Elite Barbarians Hog Rider
Earthquake
Hog Rider
Arrows
Royal Delivery
Elite Barbarians Hog Rider Wizard Bowler
Fireball
Elite Barbarians Hog Rider Wizard Bowler
Poison
Wizard
Lightning
Elite Barbarians Wizard Bowler
Rocket
Elite Barbarians Hog Rider Wizard Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Bowler

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 Bowler

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 Fireball

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 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.

Rage Arrows Fireball Hog Rider Giant Wizard Bowler Elite Barbarians

Shortest cycle

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

13 Rage Arrows Fireball Hog Rider

Attack Synergies 8 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.

Arrows
Elite Barbarians Fireball Hog Rider Giant Bowler
Elite Barbarians
Arrows Rage Fireball Hog Rider Wizard
Fireball
Arrows Hog Rider Elite Barbarians Giant
Hog Rider
Arrows Fireball Rage Elite Barbarians Giant Wizard Bowler
Giant
Arrows Rage Fireball Hog Rider Wizard Bowler
Wizard
Elite Barbarians Hog Rider Giant Rage
Rage
Elite Barbarians Hog Rider Giant Wizard
Bowler
Arrows Hog Rider Giant

Defense Synergies 0 3

Arrows
Fireball Bowler
Elite Barbarians
Wizard
Fireball
Arrows
Hog Rider
Giant
Wizard
Elite Barbarians
Rage
Bowler
Arrows

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.

Bowler Fireball Wizard
Elite Barbarians
Bowler Elite Barbarians
Elite Barbarians Bowler
Arrows Elite Barbarians Fireball Bowler
Arrows Fireball Bowler
Arrows Fireball Wizard
Bowler Arrows Fireball
Elite Barbarians
Elite Barbarians Bowler
Arrows Fireball Wizard Bowler
Arrows Fireball Wizard
Bowler Elite Barbarians Fireball Wizard
Fireball Wizard Bowler Arrows
Elite Barbarians
Elite Barbarians Fireball Bowler
Wizard Arrows Elite Barbarians Fireball Bowler
Arrows Fireball Elite Barbarians Wizard Bowler
Arrows Wizard Fireball Bowler
Elite Barbarians
Wizard Bowler Arrows Elite Barbarians Fireball

Counters to secondary win conditions

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

Elite Barbarians Fireball Bowler
Fireball Arrows Elite Barbarians Wizard Bowler
Elite Barbarians Bowler
Bowler Elite Barbarians Fireball
Elite Barbarians Bowler
Arrows Fireball Wizard
Elite Barbarians Fireball Bowler
Elite Barbarians
Elite Barbarians Fireball
Elite Barbarians Bowler
Arrows Elite Barbarians Fireball Bowler
Elite Barbarians Bowler Fireball Wizard
Wizard Fireball Bowler
Elite Barbarians Fireball Bowler
Arrows Bowler Elite Barbarians Fireball Wizard

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
Arrows Fireball Bowler
Arrows Fireball
Arrows Fireball
Fireball Wizard Arrows Bowler
Arrows Fireball Wizard
Arrows Wizard Bowler
Arrows Fireball Wizard Bowler
Arrows Fireball Wizard
Elite Barbarians Fireball Bowler
Arrows Fireball Wizard Bowler
Fireball Arrows Wizard
Elite Barbarians Fireball Bowler
Arrows Fireball
Arrows Elite Barbarians Fireball
Arrows Fireball Wizard Bowler
Arrows Fireball Wizard Bowler
Arrows Fireball
Arrows Fireball Wizard Bowler
Arrows Fireball Wizard Bowler
Fireball Bowler
Arrows Fireball Wizard
Bowler
Arrows Fireball
Arrows Fireball Wizard Bowler
Arrows Fireball Wizard Bowler
Fireball Arrows Wizard Bowler
Fireball Arrows
Elite Barbarians Arrows Fireball Wizard
Fireball Wizard
Elite Barbarians Fireball Bowler
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Bowler
Fireball
Fireball Arrows Wizard
Arrows Fireball
Fireball Wizard Bowler
Arrows Fireball Wizard Bowler
Arrows Fireball
Elite Barbarians
Elite Barbarians Fireball Bowler
Fireball
Fireball Bowler

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