My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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 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!

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.

Cannon

Investments

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

Firecracker Mega Knight

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.

Zap Arrows Earthquake Fireball

Punishments

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

Hog Rider Mega Knight

Pump responses

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

Earthquake Fireball

Dropped at the bridge

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

Hog Rider Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Earthquake Fireball Mega Knight

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 Mega Knight

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

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

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.

Zap Arrows Cannon Firecracker Earthquake Fireball Hog Rider Mega Knight

Shortest cycle

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

11 Zap Arrows Cannon Firecracker

Attack Synergies 10 9

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 Firecracker Earthquake Fireball Hog Rider Mega Knight
Arrows
Zap Fireball Hog Rider Earthquake Mega Knight
Cannon
Firecracker
Zap Hog Rider Earthquake Mega Knight
Earthquake
Zap Hog Rider Arrows Firecracker Fireball Mega Knight
Fireball
Zap Arrows Hog Rider Earthquake Mega Knight
Hog Rider
Zap Arrows Firecracker Earthquake Fireball Mega Knight
Mega Knight
Zap Arrows Firecracker Earthquake Fireball Hog Rider

Defense Synergies 4 13

Zap
Cannon Fireball Mega Knight Arrows Firecracker Earthquake
Arrows
Mega Knight Zap Cannon Fireball
Cannon
Zap Arrows Firecracker Earthquake Fireball
Firecracker
Zap Cannon Earthquake Mega Knight
Earthquake
Zap Cannon Firecracker Fireball Mega Knight
Fireball
Zap Arrows Cannon Earthquake Mega Knight
Hog Rider
Mega Knight
Zap Arrows Firecracker Earthquake Fireball

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.

Earthquake Zap Cannon Firecracker Fireball
Zap Cannon Firecracker Mega Knight
Cannon Mega Knight
Cannon Firecracker Mega Knight
Arrows Firecracker Earthquake Fireball Mega Knight
Arrows Fireball Zap Cannon Firecracker Earthquake Mega Knight
Zap Arrows Cannon Firecracker Fireball
Earthquake Zap Arrows Cannon Fireball Mega Knight
Cannon
Cannon Firecracker Mega Knight
Zap Arrows Cannon Firecracker Earthquake Fireball Mega Knight
Arrows Zap Firecracker Fireball
Cannon Mega Knight Zap Earthquake Fireball
Fireball Mega Knight Zap Arrows Cannon Firecracker Earthquake
Cannon Mega Knight
Zap Cannon Fireball Mega Knight
Mega Knight Arrows Cannon Firecracker Fireball
Arrows Cannon Fireball Mega Knight Zap Firecracker
Zap Arrows Earthquake Cannon Firecracker Fireball Mega Knight
Cannon
Mega Knight Arrows Cannon Firecracker Earthquake Fireball

Counters to secondary win conditions

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

Mega Knight Zap Fireball
Fireball Zap Arrows Firecracker Mega Knight
Mega Knight Zap
Mega Knight Zap Fireball
Cannon Mega Knight
Arrows Firecracker Fireball Zap
Fireball
Mega Knight
Zap Mega Knight Firecracker Fireball
Cannon
Mega Knight
Mega Knight Zap Arrows Fireball
Mega Knight Cannon Fireball
Cannon Firecracker Fireball Mega Knight
Zap Firecracker Fireball
Arrows Mega Knight Zap Cannon Firecracker Earthquake Fireball
Zap Arrows Cannon Fireball

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.)

Earthquake Fireball Arrows Firecracker
Arrows Firecracker Fireball Zap
Earthquake Arrows Fireball
Earthquake Arrows Firecracker Fireball
Fireball Zap Arrows Firecracker Earthquake Mega Knight
Arrows Firecracker Fireball Zap
Arrows Firecracker Earthquake
Arrows Earthquake Fireball Zap Firecracker
Arrows Fireball Zap Firecracker
Fireball
Firecracker Zap Arrows Earthquake Fireball
Fireball Zap Arrows Firecracker
Earthquake Firecracker Fireball
Earthquake Arrows Firecracker Fireball
Earthquake Zap Arrows Firecracker Fireball
Earthquake Zap Arrows Firecracker Fireball
Earthquake Arrows Firecracker Fireball Mega Knight
Arrows Earthquake Fireball
Zap Arrows Firecracker Earthquake Fireball Mega Knight
Zap Arrows Firecracker Earthquake Fireball Mega Knight
Earthquake Fireball Mega Knight
Arrows Fireball
Earthquake Zap Arrows Fireball
Zap Arrows Firecracker Earthquake Fireball Mega Knight
Arrows Firecracker Fireball Zap Earthquake
Fireball Zap Arrows Mega Knight
Fireball Zap Arrows Firecracker
Zap Arrows Firecracker Fireball
Zap Firecracker Fireball
Fireball
Zap Arrows Earthquake Fireball Mega Knight
Zap Arrows Firecracker Fireball
Mega Knight
Arrows Firecracker Earthquake Fireball
Zap Earthquake Fireball
Fireball Zap Arrows Firecracker
Arrows Fireball
Fireball Firecracker Mega Knight
Arrows Zap Firecracker Earthquake Fireball
Zap Arrows Fireball
Firecracker Mega Knight
Zap Firecracker Fireball
Firecracker Zap Fireball
Zap Firecracker Fireball Mega Knight
Fireball Firecracker Mega Knight

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