My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Inferno 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.

Dark Prince Inferno Dragon Lumberjack 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 Rage

Punishments

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

Hog Rider Dark Prince Lumberjack 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.

Hog Rider Dark Prince Lumberjack 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.

Hog Rider Dark Prince Lumberjack

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 Skeleton Army Dark Prince Inferno Dragon
Giant Snowball
Hog Rider Skeleton Army Inferno Dragon Lumberjack
Zap
Skeleton Army Dark Prince Inferno Dragon
Barbarian Barrel
Skeleton Army Dark Prince Lumberjack
The Log
Hog Rider Skeleton Army Dark Prince Lumberjack
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Skeleton Army Dark Prince Inferno Dragon Lumberjack
Fireball
Hog Rider Skeleton Army Inferno Dragon Lumberjack
Poison
Skeleton Army
Lightning
Dark Prince Inferno Dragon Lumberjack
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince Mega Knight

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 Rage Skeleton Army Dark Prince Inferno Dragon 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.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Skeleton Army Hog Rider Dark Prince Inferno Dragon Lumberjack Mega Knight

Shortest cycle

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

12 Rage Arrows Skeleton Army Hog Rider

Attack Synergies 3 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.

Arrows
Hog Rider Dark Prince Lumberjack Mega Knight
Hog Rider
Arrows Rage Dark Prince Lumberjack Mega Knight
Rage
Hog Rider Dark Prince
Skeleton Army
Dark Prince
Arrows Hog Rider Rage Lumberjack
Inferno Dragon
Mega Knight
Lumberjack
Arrows Hog Rider Dark Prince Mega Knight
Mega Knight
Inferno Dragon Arrows Hog Rider Lumberjack

Defense Synergies 1 5

Arrows
Mega Knight Dark Prince Lumberjack
Hog Rider
Rage
Skeleton Army
Inferno Dragon Lumberjack
Dark Prince
Arrows
Inferno Dragon
Skeleton Army Mega Knight
Lumberjack
Arrows Skeleton Army
Mega Knight
Arrows Inferno Dragon

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.

Skeleton Army Inferno Dragon Lumberjack Dark Prince Mega Knight
Skeleton Army Lumberjack Mega Knight Dark Prince Inferno Dragon
Skeleton Army Inferno Dragon Lumberjack Dark Prince Mega Knight
Arrows Skeleton Army Dark Prince Lumberjack Mega Knight
Arrows Skeleton Army Dark Prince Lumberjack Mega Knight
Inferno Dragon Arrows
Arrows Mega Knight
Inferno Dragon Skeleton Army Lumberjack
Skeleton Army Dark Prince Lumberjack Mega Knight
Skeleton Army Arrows Dark Prince Lumberjack Mega Knight
Arrows Inferno Dragon
Skeleton Army Lumberjack Mega Knight Dark Prince
Skeleton Army Mega Knight Arrows Dark Prince Lumberjack
Skeleton Army Inferno Dragon Lumberjack Mega Knight
Skeleton Army Inferno Dragon Lumberjack Mega Knight
Mega Knight Arrows Skeleton Army Dark Prince Lumberjack
Arrows Mega Knight Skeleton Army Dark Prince Lumberjack
Arrows Dark Prince Inferno Dragon Lumberjack Mega Knight
Inferno Dragon Lumberjack
Skeleton Army Dark Prince Mega Knight Arrows Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Dark Prince
Arrows Inferno Dragon Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Dark Prince
Skeleton Army Dark Prince Lumberjack Mega Knight
Skeleton Army Dark Prince Inferno Dragon Lumberjack Mega Knight
Arrows
Skeleton Army Dark Prince Lumberjack
Mega Knight Skeleton Army Dark Prince Inferno Dragon Lumberjack
Mega Knight Skeleton Army Dark Prince Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Dark Prince Lumberjack
Skeleton Army Mega Knight Arrows Dark Prince
Skeleton Army Dark Prince Mega Knight Lumberjack
Skeleton Army Mega Knight
Skeleton Army Dark Prince Inferno Dragon Lumberjack
Arrows Mega Knight Dark Prince Inferno Dragon
Arrows

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
Arrows
Arrows
Arrows Dark Prince
Arrows Dark Prince Mega Knight
Arrows
Arrows
Arrows
Arrows
Lumberjack
Arrows Dark Prince
Arrows
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Arrows Dark Prince Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Dark Prince Mega Knight
Inferno Dragon
Arrows
Arrows Mega Knight
Arrows
Arrows
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Skeleton Army Dark Prince
Arrows
Arrows
Dark Prince Lumberjack Mega Knight
Arrows
Arrows
Dark Prince Mega Knight
Dark Prince Mega Knight
Inferno Dragon
Mega Knight

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