My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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 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 Baby Dragon

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.

Firecracker Elixir Golem Battle Ram Baby Dragon

Offensive cards

Win conditions

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

Elixir Golem Battle Ram Hog Rider Royal Hogs

Damage spells

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

Rage

Punishments

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

Elixir Golem Battle Ram Hog Rider Royal Hogs

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.

Barbarians Elixir Golem Battle Ram Hog Rider Royal Hogs Baby Dragon

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 Royal Hogs

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
Elixir Golem Battle Ram Hog Rider Royal Hogs
Giant Snowball
Barbarians Battle Ram Hog Rider Royal Hogs Baby Dragon
Zap
Firecracker Battle Ram Royal Hogs
Barbarian Barrel
Firecracker Barbarians Elixir Golem Battle Ram Royal Hogs
The Log
Firecracker Barbarians Elixir Golem Battle Ram Hog Rider Royal Hogs
Earthquake
Firecracker Barbarians Elixir Golem Hog Rider Royal Hogs
Arrows
Firecracker Royal Hogs
Royal Delivery
Firecracker Barbarians Elixir Golem Battle Ram Hog Rider Royal Hogs Baby Dragon
Fireball
Firecracker Barbarians Elixir Golem Battle Ram Hog Rider Royal Hogs Baby Dragon
Poison
Firecracker Barbarians Elixir Golem Royal Hogs
Lightning
Battle Ram Baby Dragon
Rocket
Barbarians Hog Rider Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon

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.

Elixir Golem Battle Ram Rage Baby Dragon

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.

Barbarians

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 Firecracker Elixir Golem Battle Ram Hog Rider Baby Dragon Barbarians Royal Hogs

Shortest cycle

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

12 Rage Firecracker Elixir Golem Battle Ram

Attack Synergies 4 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.

Firecracker
Elixir Golem Hog Rider Battle Ram Royal Hogs Baby Dragon
Barbarians
Hog Rider
Elixir Golem
Firecracker Rage Hog Rider Baby Dragon
Battle Ram
Firecracker Royal Hogs Baby Dragon
Hog Rider
Firecracker Rage Barbarians Elixir Golem Baby Dragon
Royal Hogs
Firecracker Battle Ram
Rage
Elixir Golem Hog Rider
Baby Dragon
Firecracker Elixir Golem Battle Ram Hog Rider

Defense Synergies 0 1

Firecracker
Baby Dragon
Barbarians
Elixir Golem
Battle Ram
Hog Rider
Royal Hogs
Rage
Baby Dragon
Firecracker

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 Baby Dragon
Barbarians Firecracker
Barbarians
Barbarians Firecracker
Firecracker Barbarians
Firecracker Baby Dragon
Firecracker Baby Dragon
Barbarians Baby Dragon
Barbarians
Firecracker Barbarians
Barbarians Firecracker Baby Dragon
Firecracker Baby Dragon
Barbarians
Firecracker Barbarians Baby Dragon
Barbarians
Barbarians
Barbarians Firecracker
Firecracker Barbarians Baby Dragon
Baby Dragon Firecracker Barbarians
Barbarians
Firecracker Barbarians Baby Dragon

Counters to secondary win conditions

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

Barbarians
Firecracker Baby Dragon
Barbarians
Barbarians
Barbarians
Firecracker Baby Dragon
Barbarians
Barbarians
Firecracker Barbarians Baby Dragon
Barbarians
Barbarians
Barbarians
Barbarians
Firecracker Barbarians Baby Dragon
Barbarians Firecracker Baby Dragon
Firecracker Barbarians Baby Dragon

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.)

Firecracker Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Firecracker Barbarians
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker
Firecracker
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Barbarians Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker
Firecracker
Firecracker
Barbarians
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker
Firecracker Baby Dragon
Firecracker
Firecracker Baby Dragon
Firecracker

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