My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Musketeer

Defensive buildings

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

Cannon

Investments

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

Knight Musketeer Lumberjack

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Arrows Tornado

Punishments

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

Hog Rider Wall Breakers Lumberjack

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 Wall Breakers Lumberjack

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 Lumberjack

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 Wall Breakers
Giant Snowball
Cannon Musketeer Hog Rider Wall Breakers Lumberjack
Zap
Cannon Wall Breakers
Barbarian Barrel
Knight Cannon Musketeer Wall Breakers Lumberjack
The Log
Cannon Musketeer Hog Rider Wall Breakers Lumberjack
Earthquake
Cannon Hog Rider
Arrows
Wall Breakers
Royal Delivery
Knight Musketeer Hog Rider Wall Breakers Lumberjack
Fireball
Cannon Musketeer Hog Rider Wall Breakers Lumberjack
Poison
Cannon Musketeer
Lightning
Knight Cannon Musketeer Lumberjack
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado

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 Tornado

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.

Musketeer

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.

Wall Breakers Arrows Knight Cannon Tornado Musketeer Hog Rider Lumberjack

Shortest cycle

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

11 Wall Breakers Arrows Knight Cannon

Attack Synergies 5 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.

Arrows
Hog Rider Knight Wall Breakers Lumberjack
Knight
Musketeer Hog Rider Wall Breakers Arrows Lumberjack
Cannon
Musketeer
Knight Hog Rider Lumberjack
Hog Rider
Arrows Knight Musketeer Tornado Lumberjack
Wall Breakers
Knight Arrows
Tornado
Hog Rider
Lumberjack
Arrows Knight Musketeer Hog Rider

Defense Synergies 4 8

Arrows
Knight Cannon Tornado Lumberjack
Knight
Cannon Musketeer Arrows Tornado Lumberjack
Cannon
Knight Musketeer Arrows Lumberjack
Musketeer
Knight Cannon Lumberjack Tornado
Hog Rider
Wall Breakers
Tornado
Arrows Knight Musketeer
Lumberjack
Musketeer Arrows Knight Cannon

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 Cannon Musketeer
Lumberjack Knight Cannon Musketeer
Cannon Tornado Lumberjack Knight Musketeer
Cannon Lumberjack Knight Musketeer
Arrows Tornado Lumberjack
Arrows Tornado Cannon Musketeer Lumberjack
Musketeer Tornado Arrows Cannon
Arrows Cannon Musketeer
Cannon Musketeer Tornado Lumberjack
Knight Tornado Cannon Musketeer Lumberjack
Arrows Knight Cannon Musketeer Tornado Lumberjack
Arrows Musketeer Tornado
Cannon Lumberjack Knight Musketeer
Arrows Cannon Tornado Lumberjack
Knight Cannon Lumberjack
Tornado Cannon Lumberjack
Arrows Knight Cannon Musketeer Tornado Lumberjack
Arrows Cannon Knight Musketeer Tornado Lumberjack
Arrows Tornado Knight Cannon Musketeer Lumberjack
Cannon Musketeer Tornado Lumberjack
Arrows Knight Cannon Musketeer Lumberjack
Cannon

Counters to secondary win conditions

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

Knight Lumberjack
Arrows Knight Musketeer Lumberjack
Lumberjack Knight Musketeer
Lumberjack Knight Musketeer Tornado
Knight Cannon Musketeer Lumberjack
Arrows Musketeer Tornado
Knight Musketeer Lumberjack
Knight Lumberjack
Knight Tornado
Cannon Musketeer
Knight Musketeer Lumberjack
Arrows Tornado
Knight Cannon Lumberjack
Cannon Musketeer
Knight Musketeer Tornado Lumberjack
Arrows Cannon Musketeer
Arrows Cannon

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 Musketeer
Arrows Musketeer Tornado
Arrows
Arrows Knight Musketeer
Arrows
Arrows Musketeer Tornado
Arrows Musketeer Tornado
Arrows Tornado
Arrows Tornado
Musketeer Tornado Lumberjack
Arrows Knight Musketeer Tornado
Arrows Musketeer Tornado
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Tornado
Arrows Musketeer
Arrows Tornado
Musketeer
Arrows Tornado
Musketeer Tornado
Arrows Musketeer
Arrows Tornado
Arrows Musketeer Tornado
Arrows Musketeer Tornado
Arrows Musketeer Tornado
Arrows Musketeer Tornado
Musketeer
Arrows Musketeer
Arrows
Arrows
Musketeer
Arrows Musketeer Tornado
Arrows
Knight Musketeer Lumberjack
Arrows Musketeer
Arrows Tornado
Musketeer
Musketeer Tornado
Musketeer Tornado
Musketeer Tornado

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