My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies 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.

Zappies Bandit Inferno Dragon 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.

Elite Barbarians Hog Rider Bandit 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.

Elite Barbarians Hog Rider Bandit 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 Bandit

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
Elite Barbarians Hog Rider Bandit Inferno Dragon
Giant Snowball
Hog Rider Zappies Inferno Dragon
Zap
Zappies Bandit Inferno Dragon
Barbarian Barrel
Elite Barbarians Zappies Bandit
The Log
Elite Barbarians Hog Rider Zappies Bandit
Earthquake
Hog Rider Zappies
Arrows
Zappies
Royal Delivery
Elite Barbarians Hog Rider Zappies Bandit Inferno Dragon
Fireball
Elite Barbarians Hog Rider Zappies Bandit Inferno Dragon
Poison
Zappies
Lightning
Elite Barbarians Bandit Inferno Dragon
Rocket
Elite Barbarians 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 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 Rage 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.

Elite 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Bandit Hog Rider Zappies Inferno Dragon Elite Barbarians Mega Knight

Shortest cycle

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

12 Rage Arrows Bandit Hog Rider

Attack Synergies 5 13

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 Bandit Mega Knight
Elite Barbarians
Arrows Rage Hog Rider Zappies Bandit Mega Knight
Hog Rider
Arrows Rage Elite Barbarians Zappies Bandit Mega Knight
Zappies
Elite Barbarians Hog Rider Rage Bandit Mega Knight
Rage
Elite Barbarians Hog Rider Zappies
Bandit
Arrows Elite Barbarians Hog Rider Zappies Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Arrows Elite Barbarians Hog Rider Zappies Bandit

Defense Synergies 1 6

Arrows
Mega Knight Bandit
Elite Barbarians
Mega Knight
Hog Rider
Zappies
Bandit Mega Knight
Rage
Bandit
Arrows Zappies Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Arrows Elite Barbarians Zappies Bandit 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.

Zappies
Elite Barbarians Inferno Dragon Zappies Bandit Mega Knight
Mega Knight Elite Barbarians Zappies Bandit Inferno Dragon
Elite Barbarians Inferno Dragon Zappies Bandit Mega Knight
Arrows Elite Barbarians Mega Knight
Arrows Zappies Bandit Mega Knight
Inferno Dragon Arrows Zappies
Arrows Bandit Mega Knight
Zappies Inferno Dragon Elite Barbarians
Elite Barbarians Zappies Bandit Mega Knight
Arrows Zappies Bandit Mega Knight
Arrows Inferno Dragon Zappies
Mega Knight Elite Barbarians Zappies Bandit
Mega Knight Arrows Zappies
Elite Barbarians Inferno Dragon Zappies Bandit Mega Knight
Elite Barbarians Zappies Bandit Inferno Dragon Mega Knight
Mega Knight Arrows Elite Barbarians Zappies
Arrows Mega Knight Elite Barbarians Zappies Bandit
Arrows Zappies Bandit Inferno Dragon Mega Knight
Elite Barbarians Zappies Inferno Dragon
Mega Knight Arrows Elite Barbarians Zappies Bandit

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Zappies Bandit
Bandit Arrows Elite Barbarians Inferno Dragon Mega Knight
Zappies Bandit Mega Knight Elite Barbarians
Mega Knight Elite Barbarians Zappies Bandit
Elite Barbarians Zappies Bandit Inferno Dragon Mega Knight
Arrows Zappies
Elite Barbarians Zappies Bandit
Mega Knight Elite Barbarians Zappies Inferno Dragon
Mega Knight Elite Barbarians Zappies Bandit Inferno Dragon
Zappies Inferno Dragon
Inferno Dragon Mega Knight Elite Barbarians Zappies
Mega Knight Arrows Elite Barbarians
Elite Barbarians Mega Knight Zappies Bandit
Zappies Mega Knight
Elite Barbarians Zappies Inferno Dragon
Arrows Mega Knight Elite Barbarians Zappies 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 Bandit
Arrows Bandit
Arrows Bandit
Arrows
Arrows Mega Knight
Arrows
Arrows
Arrows
Arrows Bandit
Elite Barbarians
Arrows Bandit
Arrows
Elite Barbarians Bandit
Arrows Bandit
Arrows Elite Barbarians
Arrows Bandit
Arrows Bandit Mega Knight
Arrows
Arrows Bandit Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Inferno Dragon
Arrows Bandit
Arrows Bandit Mega Knight
Arrows Bandit
Elite Barbarians Arrows
Zappies
Elite Barbarians
Arrows Bandit Mega Knight
Arrows Zappies
Mega Knight
Arrows
Zappies Bandit
Arrows Zappies
Arrows
Mega Knight
Arrows
Arrows
Elite Barbarians Mega Knight
Elite Barbarians Zappies
Zappies
Bandit Mega Knight

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