My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Electro Wizard Inferno Dragon

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 Wizard Inferno Dragon

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Lightning

Punishments

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

Royal Hogs

Pump responses

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

Lightning

Dropped at the bridge

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

Barbarians Royal Hogs

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.

Royal Hogs Electro Wizard

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
Minions Royal Hogs Inferno Dragon
Giant Snowball
Minions Barbarians Royal Hogs Inferno Dragon
Zap
Minions Royal Hogs Inferno Dragon
Barbarian Barrel
Barbarians Bomb Tower Royal Hogs Electro Wizard
The Log
Barbarians Royal Hogs
Earthquake
Barbarians Bomb Tower Royal Hogs
Arrows
Minions Royal Hogs
Royal Delivery
Minions Barbarians Royal Hogs Electro Wizard Inferno Dragon
Fireball
Minions Barbarians Bomb Tower Royal Hogs Electro Wizard Inferno Dragon
Poison
Minions Barbarians Bomb Tower Royal Hogs Electro Wizard
Lightning
Bomb Tower Electro Wizard Inferno Dragon
Rocket
Barbarians Bomb Tower Royal Hogs 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 Bomb Tower

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 Inferno 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.

Minions Barbarians Electro Wizard

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.

Arrows Minions Bomb Tower Electro Wizard Inferno Dragon Barbarians Royal Hogs Lightning

Shortest cycle

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

14 Arrows Minions Bomb Tower Electro Wizard

Attack Synergies 1 5

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
Royal Hogs Lightning
Minions
Royal Hogs Inferno Dragon
Barbarians
Bomb Tower
Royal Hogs
Arrows Minions Lightning Electro Wizard
Lightning
Arrows Royal Hogs
Electro Wizard
Royal Hogs
Inferno Dragon
Minions

Defense Synergies 0 6

Arrows
Barbarians Bomb Tower Lightning
Minions
Electro Wizard
Barbarians
Arrows
Bomb Tower
Arrows Electro Wizard
Royal Hogs
Lightning
Arrows
Electro Wizard
Minions Bomb Tower Inferno Dragon
Inferno Dragon
Electro Wizard

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.

Lightning Minions Electro Wizard
Barbarians Bomb Tower Inferno Dragon Minions Electro Wizard
Barbarians Bomb Tower Minions Lightning Electro Wizard Inferno Dragon
Barbarians Bomb Tower Inferno Dragon Minions Electro Wizard
Lightning Arrows Barbarians Bomb Tower
Arrows Minions Bomb Tower Electro Wizard
Minions Lightning Electro Wizard Inferno Dragon Arrows Bomb Tower
Lightning Arrows Barbarians Bomb Tower Electro Wizard
Barbarians Inferno Dragon Minions Bomb Tower
Barbarians Electro Wizard
Minions Barbarians Electro Wizard Arrows Bomb Tower
Arrows Minions Inferno Dragon Electro Wizard
Barbarians Bomb Tower Minions Lightning Electro Wizard
Bomb Tower Arrows Minions Barbarians Electro Wizard
Barbarians Inferno Dragon Bomb Tower Electro Wizard
Barbarians Bomb Tower Lightning Electro Wizard Inferno Dragon
Barbarians Bomb Tower Arrows Minions Electro Wizard
Arrows Bomb Tower Minions Barbarians Electro Wizard
Arrows Bomb Tower Minions Barbarians Electro Wizard Inferno Dragon
Barbarians Bomb Tower Electro Wizard Inferno Dragon
Arrows Minions Barbarians Bomb Tower Electro Wizard

Counters to secondary win conditions

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

Barbarians Electro Wizard
Electro Wizard Arrows Bomb Tower Lightning Inferno Dragon
Barbarians Minions Bomb Tower Lightning Electro Wizard
Lightning Barbarians Electro Wizard
Barbarians Inferno Dragon
Arrows Minions Bomb Tower Electro Wizard
Minions Barbarians Bomb Tower Lightning Electro Wizard
Barbarians Bomb Tower Inferno Dragon
Lightning Electro Wizard Minions Barbarians Bomb Tower Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Minions Barbarians Bomb Tower
Lightning Arrows Barbarians Electro Wizard
Barbarians Lightning Bomb Tower
Barbarians Bomb Tower
Barbarians Electro Wizard Minions Bomb Tower Lightning Inferno Dragon
Arrows Minions Barbarians Bomb Tower Electro Wizard Inferno Dragon
Arrows Bomb Tower Electro Wizard

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.)

Lightning Arrows
Arrows Electro Wizard
Lightning Arrows
Lightning Arrows Barbarians
Arrows
Arrows Minions
Arrows
Arrows Lightning
Arrows Lightning
Lightning Minions Electro Wizard
Lightning Arrows Electro Wizard
Lightning Arrows
Lightning
Lightning Arrows Minions
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows
Minions Lightning
Lightning Arrows Electro Wizard
Lightning Arrows
Lightning Minions
Lightning Arrows
Lightning
Lightning Arrows Barbarians
Arrows
Inferno Dragon
Arrows Lightning Electro Wizard
Lightning Arrows
Lightning Arrows
Lightning Arrows Electro Wizard
Lightning Electro Wizard Minions
Lightning
Lightning Arrows
Lightning Arrows Electro Wizard
Arrows Lightning
Lightning Electro Wizard Minions Barbarians
Lightning Arrows Electro Wizard
Arrows
Lightning Electro Wizard
Arrows Lightning
Lightning Arrows
Minions Lightning Electro Wizard
Lightning Electro Wizard
Lightning Electro Wizard
Inferno Dragon
Lightning

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