My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Firecracker Electro Dragon Phoenix

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.

Archers Firecracker Electro Dragon Phoenix

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.

Hog Rider

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 Phoenix

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.

Firecracker Hog Rider Electro Dragon

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
Archers Hog Rider Guards Phoenix
Giant Snowball
Archers Cannon Hog Rider Guards Electro Dragon
Zap
Archers Cannon Firecracker Guards
Barbarian Barrel
Archers Cannon Firecracker Guards
The Log
Archers Cannon Firecracker Hog Rider Guards
Earthquake
Archers Cannon Firecracker Hog Rider Guards
Arrows
Archers Firecracker Guards
Royal Delivery
Archers Firecracker Hog Rider Guards Electro Dragon
Fireball
Archers Cannon Firecracker Hog Rider Electro Dragon
Poison
Archers Cannon Firecracker Guards Electro Dragon Phoenix
Lightning
Cannon Electro Dragon Phoenix
Rocket
Hog Rider Electro Dragon Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Electro Dragon

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 Guards

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.

Archers Arrows Cannon Firecracker Guards Hog Rider Phoenix Electro Dragon

Shortest cycle

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

12 Archers Arrows Cannon Firecracker

Attack Synergies 2 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.

Archers
Arrows Hog Rider Electro Dragon
Arrows
Hog Rider Archers Phoenix
Cannon
Firecracker
Hog Rider
Hog Rider
Arrows Firecracker Archers Guards
Guards
Hog Rider
Electro Dragon
Archers
Phoenix
Arrows

Defense Synergies 0 11

Archers
Cannon Firecracker Guards
Arrows
Cannon Phoenix
Cannon
Archers Arrows Firecracker Guards Electro Dragon
Firecracker
Archers Cannon Guards Electro Dragon
Hog Rider
Guards
Archers Cannon Firecracker Electro Dragon
Electro Dragon
Cannon Firecracker Guards
Phoenix
Arrows

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.

Cannon Firecracker Electro Dragon
Cannon Firecracker Electro Dragon Phoenix
Cannon Archers Electro Dragon
Cannon Firecracker Guards Electro Dragon Phoenix
Arrows Firecracker
Arrows Archers Cannon Firecracker Guards Electro Dragon
Archers Arrows Cannon Firecracker Electro Dragon Phoenix
Arrows Cannon Electro Dragon Phoenix
Cannon Phoenix
Guards Archers Cannon Firecracker Phoenix
Archers Guards Arrows Cannon Firecracker Electro Dragon
Arrows Archers Firecracker Electro Dragon Phoenix
Cannon Guards Electro Dragon
Arrows Cannon Firecracker Guards Electro Dragon
Cannon Phoenix
Cannon
Arrows Cannon Firecracker Electro Dragon
Arrows Cannon Archers Firecracker Guards Electro Dragon
Arrows Archers Cannon Firecracker Guards Electro Dragon
Cannon Phoenix
Archers Arrows Cannon Firecracker Guards Electro Dragon
Cannon

Counters to secondary win conditions

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

Guards Archers
Archers Arrows Firecracker Electro Dragon Phoenix
Guards Electro Dragon
Guards Phoenix
Cannon Guards Phoenix
Arrows Firecracker Archers Electro Dragon
Guards Archers Phoenix
Phoenix
Electro Dragon Firecracker Phoenix
Cannon Guards Phoenix
Guards Electro Dragon Phoenix
Arrows Guards Phoenix
Cannon Guards
Archers Cannon Firecracker Electro Dragon
Guards Electro Dragon Phoenix Archers Firecracker
Arrows Archers Cannon Firecracker Electro Dragon Phoenix
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 Firecracker Guards Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Electro Dragon
Arrows Firecracker Guards
Arrows Firecracker
Arrows Firecracker Electro Dragon
Archers Arrows Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Guards Electro Dragon
Firecracker Arrows Electro Dragon
Archers Arrows Firecracker Electro Dragon
Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows
Archers Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Electro Dragon
Arrows Firecracker
Archers Arrows Firecracker Electro Dragon
Electro Dragon Firecracker Guards
Arrows Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Firecracker
Archers Guards Electro Dragon
Archers Arrows Firecracker Electro Dragon
Arrows
Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows
Firecracker Electro Dragon
Electro Dragon Firecracker Guards
Firecracker Electro Dragon
Electro Dragon Firecracker
Firecracker Electro Dragon

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