My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Princess Ram Rider

Defensive buildings

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

Bomb Tower

Investments

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

Electro Giant Princess Ram Rider

Offensive cards

Win conditions

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

Hog Rider Electro Giant Ram Rider

Damage spells

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

Fireball

Punishments

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

Hog Rider Electro Giant Princess Ram Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Barbarians Hog Rider Electro Giant Princess Ram Rider

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 Ram 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 Guards Ram Rider
Giant Snowball
Barbarians Hog Rider Guards Princess Ram Rider
Zap
Guards Princess Ram Rider
Barbarian Barrel
Barbarians Bomb Tower Guards Princess
The Log
Barbarians Hog Rider Guards Princess Ram Rider
Earthquake
Barbarians Bomb Tower Hog Rider Guards
Arrows
Guards Princess
Royal Delivery
Barbarians Hog Rider Guards Princess Ram Rider
Fireball
Barbarians Bomb Tower Hog Rider Princess Ram Rider
Poison
Barbarians Bomb Tower Guards Princess
Lightning
Bomb Tower Ram Rider
Rocket
Barbarians Bomb Tower Hog Rider Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Giant Princess

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bomb Tower Electro Giant Princess

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.

Guards Electro Giant Princess

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 Princess

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Princess Fireball Bomb Tower Hog Rider Barbarians Ram Rider Electro Giant

Shortest cycle

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

14 Guards Princess Fireball Bomb Tower

Attack Synergies 1 6

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.

Barbarians
Hog Rider
Fireball
Hog Rider Princess Ram Rider
Bomb Tower
Hog Rider
Fireball Barbarians Guards Princess
Guards
Hog Rider Ram Rider
Electro Giant
Princess
Fireball Hog Rider
Ram Rider
Fireball Guards

Defense Synergies 0 4

Barbarians
Fireball
Bomb Tower Princess Ram Rider
Bomb Tower
Fireball
Hog Rider
Guards
Princess
Electro Giant
Princess
Fireball Guards
Ram Rider
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.

Fireball Ram Rider
Barbarians Bomb Tower Ram Rider
Barbarians Bomb Tower Ram Rider
Barbarians Bomb Tower Guards Ram Rider
Barbarians Fireball Bomb Tower Princess
Fireball Bomb Tower Guards
Ram Rider Fireball Bomb Tower Princess
Barbarians Fireball Bomb Tower Electro Giant Ram Rider
Barbarians Bomb Tower Princess
Guards Barbarians
Barbarians Guards Fireball Bomb Tower Electro Giant Princess Ram Rider
Fireball Princess Ram Rider
Barbarians Bomb Tower Fireball Guards Ram Rider
Fireball Bomb Tower Barbarians Guards Princess
Barbarians Bomb Tower Ram Rider
Barbarians Bomb Tower Fireball Electro Giant Ram Rider
Barbarians Bomb Tower Fireball
Fireball Bomb Tower Barbarians Guards Ram Rider
Bomb Tower Barbarians Fireball Guards Princess Ram Rider
Barbarians Bomb Tower Ram Rider
Barbarians Fireball Bomb Tower Guards Electro Giant
Bomb Tower

Counters to secondary win conditions

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

Barbarians Guards Fireball Electro Giant
Fireball Bomb Tower
Barbarians Guards Bomb Tower Ram Rider
Guards Barbarians Fireball Ram Rider
Barbarians Guards Ram Rider
Fireball Electro Giant Bomb Tower Princess Ram Rider
Guards Barbarians Fireball Bomb Tower Ram Rider
Barbarians Bomb Tower
Barbarians Fireball Bomb Tower
Barbarians Guards
Barbarians Bomb Tower Guards
Barbarians Fireball Guards Electro Giant
Barbarians Fireball Bomb Tower Guards Ram Rider
Barbarians Fireball Bomb Tower Electro Giant Princess
Barbarians Guards Electro Giant Fireball Bomb Tower
Barbarians Fireball Bomb Tower Electro Giant Princess
Fireball Bomb 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.)

Fireball Princess Guards
Fireball Princess Ram Rider
Fireball
Barbarians Fireball Guards
Fireball
Fireball Electro Giant Princess Ram Rider
Princess
Fireball Princess Ram Rider
Fireball Ram Rider
Fireball Guards
Fireball Princess Ram Rider
Fireball Princess
Fireball Princess
Fireball Princess
Princess Fireball
Fireball Princess
Fireball Princess
Fireball
Fireball Princess
Fireball Electro Giant Princess
Fireball
Fireball Princess
Barbarians Fireball
Electro Giant Fireball Princess
Fireball Princess Ram Rider
Fireball Princess Ram Rider
Fireball
Fireball Electro Giant Princess
Fireball Guards Electro Giant
Fireball
Fireball
Fireball Princess
Fireball Princess
Barbarians Fireball Guards Princess
Fireball Princess Ram Rider
Fireball
Fireball Princess
Fireball Princess
Fireball Electro Giant
Electro Giant Fireball Guards Princess
Fireball Princess
Fireball Electro Giant Princess
Fireball

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