My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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 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.

Firecracker Inferno Tower Magic Archer

Defensive buildings

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

Inferno Tower

Investments

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

Firecracker Giant Skeleton Magic Archer

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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 Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Hog Rider Giant Skeleton Magic Archer

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 Goblin Barrel Giant Skeleton Magic Archer

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 Goblin Barrel Skeleton Army Giant Skeleton
Giant Snowball
Hog Rider Goblin Barrel Skeleton Army
Zap
Firecracker Inferno Tower Goblin Barrel Skeleton Army
Barbarian Barrel
Firecracker Inferno Tower Goblin Barrel Skeleton Army Giant Skeleton Magic Archer
The Log
Firecracker Hog Rider Goblin Barrel Skeleton Army Giant Skeleton
Earthquake
Firecracker Hog Rider Inferno Tower Goblin Barrel Skeleton Army
Arrows
Firecracker Goblin Barrel Skeleton Army
Royal Delivery
Firecracker Hog Rider Goblin Barrel Skeleton Army Giant Skeleton Magic Archer
Fireball
Firecracker Hog Rider Inferno Tower Goblin Barrel Skeleton Army Magic Archer
Poison
Firecracker Inferno Tower Skeleton Army Magic Archer
Lightning
Inferno Tower Magic Archer
Rocket
Hog Rider Inferno Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Inferno Tower Skeleton Army Giant Skeleton

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.

Goblin Barrel Skeleton Army

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.

Goblin Barrel

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Firecracker Goblin Barrel Skeleton Army Hog Rider Magic Archer Inferno Tower Giant Skeleton

Shortest cycle

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

12 Arrows Firecracker Goblin Barrel Skeleton Army

Attack Synergies 2 10

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 Goblin Barrel Giant Skeleton
Firecracker
Hog Rider Goblin Barrel Giant Skeleton
Hog Rider
Arrows Firecracker Goblin Barrel Giant Skeleton Magic Archer
Inferno Tower
Goblin Barrel
Arrows Firecracker Hog Rider Skeleton Army Giant Skeleton
Skeleton Army
Goblin Barrel
Giant Skeleton
Arrows Firecracker Hog Rider Goblin Barrel Magic Archer
Magic Archer
Hog Rider Giant Skeleton

Defense Synergies 1 8

Arrows
Inferno Tower Giant Skeleton
Firecracker
Inferno Tower Skeleton Army Giant Skeleton
Hog Rider
Inferno Tower
Skeleton Army Arrows Firecracker
Goblin Barrel
Skeleton Army
Inferno Tower Firecracker Giant Skeleton Magic Archer
Giant Skeleton
Arrows Firecracker Skeleton Army Magic Archer
Magic Archer
Skeleton Army Giant Skeleton

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.

Firecracker Inferno Tower Magic Archer
Inferno Tower Skeleton Army Firecracker
Inferno Tower Skeleton Army Giant Skeleton
Inferno Tower Skeleton Army Firecracker
Arrows Firecracker Skeleton Army Giant Skeleton
Arrows Skeleton Army Firecracker Magic Archer
Inferno Tower Arrows Firecracker Magic Archer
Arrows Inferno Tower Giant Skeleton Magic Archer
Inferno Tower Skeleton Army
Skeleton Army Firecracker Inferno Tower Giant Skeleton
Skeleton Army Arrows Firecracker Giant Skeleton Magic Archer
Arrows Inferno Tower Firecracker Magic Archer
Inferno Tower Skeleton Army Giant Skeleton
Skeleton Army Arrows Firecracker Magic Archer
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Arrows Firecracker Inferno Tower Skeleton Army
Arrows Firecracker Skeleton Army Magic Archer
Arrows Firecracker Giant Skeleton Magic Archer
Inferno Tower
Skeleton Army Arrows Firecracker Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Inferno Tower Giant Skeleton
Arrows Firecracker Magic Archer
Skeleton Army Giant Skeleton Inferno Tower
Skeleton Army Giant Skeleton Inferno Tower
Inferno Tower Giant Skeleton Skeleton Army
Arrows Firecracker Magic Archer
Skeleton Army Inferno Tower Giant Skeleton
Inferno Tower Giant Skeleton Skeleton Army
Giant Skeleton Firecracker Inferno Tower Skeleton Army Magic Archer
Inferno Tower Skeleton Army
Inferno Tower Giant Skeleton
Skeleton Army Arrows Giant Skeleton
Skeleton Army Giant Skeleton Inferno Tower
Firecracker Skeleton Army Magic Archer
Inferno Tower Skeleton Army Firecracker Giant Skeleton Magic Archer
Arrows Firecracker Inferno Tower Giant Skeleton Magic Archer
Arrows Inferno 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.)

Magic Archer Arrows Firecracker Giant Skeleton
Arrows Firecracker Magic Archer
Arrows Giant Skeleton Magic Archer
Arrows Firecracker Giant Skeleton
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker
Firecracker Arrows Magic Archer
Arrows Firecracker Magic Archer
Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Magic Archer Arrows Firecracker
Arrows
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Giant Skeleton Magic Archer
Arrows
Arrows
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Firecracker
Arrows Magic Archer
Arrows Firecracker Magic Archer
Giant Skeleton
Arrows Firecracker Magic Archer
Skeleton Army Magic Archer
Arrows Firecracker Magic Archer
Arrows
Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Giant Skeleton
Firecracker
Firecracker Giant Skeleton Magic Archer
Firecracker Magic Archer
Firecracker Giant Skeleton Magic Archer
Firecracker

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