My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Good
Versatility
Mediocre
F2P score
Good

3 problems 4 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 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!
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.

Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Firecracker

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 Rage

Punishments

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

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.

Knight 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.

Firecracker 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
Hog Rider Clone
Giant Snowball
Hog Rider Clone
Zap
Firecracker Clone
Barbarian Barrel
Knight Firecracker Bomb Tower Clone
The Log
Firecracker Hog Rider Clone
Earthquake
Firecracker Bomb Tower Hog Rider Clone
Arrows
Firecracker Clone
Royal Delivery
Knight Firecracker Hog Rider Clone
Fireball
Firecracker Bomb Tower Hog Rider Clone
Poison
Firecracker Bomb Tower Clone
Lightning
Knight Bomb Tower
Rocket
Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Bomb Tower

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 Rage Clone

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.

Mirror Rage Arrows Knight Firecracker Clone Bomb Tower Hog Rider

Shortest cycle

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

8 Mirror Rage Arrows Knight

Attack Synergies 6 3

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
Hog Rider Mirror Knight
Knight
Firecracker Hog Rider Arrows
Firecracker
Knight Hog Rider Mirror
Bomb Tower
Hog Rider
Arrows Knight Firecracker Rage Mirror
Mirror
Arrows Firecracker Hog Rider
Rage
Hog Rider
Clone

Defense Synergies 3 5

Arrows
Mirror Knight Bomb Tower
Knight
Firecracker Bomb Tower Arrows
Firecracker
Knight Bomb Tower Mirror
Bomb Tower
Knight Arrows Firecracker Mirror
Hog Rider
Mirror
Arrows Firecracker Bomb Tower
Rage
Clone

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 Firecracker
Bomb Tower Knight Firecracker
Bomb Tower Knight
Bomb Tower Knight Firecracker
Arrows Firecracker Bomb Tower
Arrows Firecracker Bomb Tower
Arrows Firecracker Bomb Tower
Arrows Bomb Tower
Bomb Tower
Knight Firecracker
Arrows Knight Firecracker Bomb Tower
Arrows Firecracker
Bomb Tower Knight
Bomb Tower Arrows Firecracker
Knight Bomb Tower
Bomb Tower
Bomb Tower Arrows Knight Firecracker
Arrows Bomb Tower Knight Firecracker
Arrows Bomb Tower Knight Firecracker
Bomb Tower
Arrows Knight Firecracker Bomb Tower

Counters to secondary win conditions

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

Knight
Arrows Knight Firecracker Bomb Tower
Knight Bomb Tower
Knight
Knight
Arrows Firecracker Bomb Tower
Knight Bomb Tower
Knight Bomb Tower
Knight Firecracker Bomb Tower
Knight Bomb Tower
Arrows
Knight Bomb Tower
Firecracker Bomb Tower
Knight Firecracker Bomb Tower
Arrows Firecracker Bomb Tower
Arrows Bomb Tower

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 Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Knight Firecracker
Arrows Firecracker
Arrows
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker

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