My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

Goblin Gang

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 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.

Arrows

Punishments

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

Goblin Gang Elite Barbarians Hog Rider Mega Knight

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 Goblin Gang Elite Barbarians 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.

Elite Barbarians 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
Goblin Gang Elite Barbarians Hog Rider Guards
Giant Snowball
Cannon Goblin Gang Hog Rider Guards
Zap
Cannon Goblin Gang Guards
Barbarian Barrel
Knight Cannon Goblin Gang Elite Barbarians Guards
The Log
Cannon Goblin Gang Elite Barbarians Hog Rider Guards
Earthquake
Cannon Goblin Gang Hog Rider Guards
Arrows
Goblin Gang Guards
Royal Delivery
Knight Goblin Gang Elite Barbarians Hog Rider Guards
Fireball
Cannon Goblin Gang Elite Barbarians Hog Rider
Poison
Cannon Goblin Gang Guards
Lightning
Knight Cannon Elite Barbarians
Rocket
Elite Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Knight Guards 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.

Elite Barbarians

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 Gang

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Cannon Goblin Gang Guards Hog Rider Elite Barbarians Mega Knight

Shortest cycle

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

12 Arrows Knight Cannon Goblin Gang

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
Elite Barbarians Hog Rider Knight Mega Knight
Knight
Goblin Gang Hog Rider Arrows Elite Barbarians
Cannon
Goblin Gang
Knight Hog Rider
Elite Barbarians
Arrows Knight Hog Rider Mega Knight
Hog Rider
Arrows Knight Goblin Gang Elite Barbarians Guards Mega Knight
Guards
Hog Rider
Mega Knight
Arrows Elite Barbarians Hog Rider

Defense Synergies 3 6

Arrows
Mega Knight Knight Cannon
Knight
Cannon Goblin Gang Arrows
Cannon
Knight Arrows Goblin Gang Guards
Goblin Gang
Knight Cannon Guards
Elite Barbarians
Mega Knight
Hog Rider
Guards
Cannon Goblin Gang
Mega Knight
Arrows Elite Barbarians

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
Elite Barbarians Knight Cannon Goblin Gang Mega Knight
Cannon Goblin Gang Mega Knight Knight Elite Barbarians
Cannon Elite Barbarians Knight Goblin Gang Guards Mega Knight
Arrows Elite Barbarians Mega Knight
Arrows Goblin Gang Cannon Guards Mega Knight
Arrows Cannon Goblin Gang
Arrows Cannon Mega Knight
Cannon Goblin Gang Elite Barbarians
Knight Goblin Gang Elite Barbarians Guards Cannon Mega Knight
Goblin Gang Guards Arrows Knight Cannon Mega Knight
Arrows Goblin Gang
Cannon Mega Knight Knight Goblin Gang Elite Barbarians Guards
Mega Knight Arrows Cannon Goblin Gang Guards
Elite Barbarians Knight Cannon Goblin Gang Mega Knight
Cannon Goblin Gang Elite Barbarians Mega Knight
Mega Knight Arrows Knight Cannon Goblin Gang Elite Barbarians
Arrows Cannon Mega Knight Knight Goblin Gang Elite Barbarians Guards
Arrows Knight Cannon Guards Mega Knight
Cannon Elite Barbarians
Goblin Gang Mega Knight Arrows Knight Cannon Elite Barbarians Guards

Counters to secondary win conditions

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

Knight Goblin Gang Guards Mega Knight Elite Barbarians
Arrows Knight Goblin Gang Elite Barbarians Mega Knight
Goblin Gang Guards Mega Knight Knight Elite Barbarians
Goblin Gang Guards Mega Knight Knight Elite Barbarians
Knight Cannon Goblin Gang Elite Barbarians Guards Mega Knight
Arrows Goblin Gang
Goblin Gang Guards Knight Elite Barbarians
Mega Knight Knight Elite Barbarians
Mega Knight Knight Elite Barbarians
Cannon Goblin Gang Guards
Mega Knight Knight Elite Barbarians Guards
Mega Knight Arrows Elite Barbarians Guards
Elite Barbarians Mega Knight Knight Cannon Goblin Gang Guards
Cannon Mega Knight
Goblin Gang Elite Barbarians Guards Knight
Arrows Mega Knight Cannon Elite Barbarians
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 Guards
Arrows
Arrows
Arrows Knight Guards
Arrows Mega Knight
Arrows
Arrows
Arrows
Arrows
Goblin Gang Elite Barbarians Guards
Arrows Knight
Arrows
Knight Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows
Arrows Mega Knight
Arrows
Arrows Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Arrows
Arrows Mega Knight
Arrows
Elite Barbarians Arrows
Guards
Elite Barbarians
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Goblin Gang Guards
Arrows
Arrows
Knight Goblin Gang Mega Knight
Arrows
Arrows
Elite Barbarians Mega Knight
Goblin Gang Elite Barbarians Guards
Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: