My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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!
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.

Goblin Hut Ram Rider

Defensive buildings

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

Cannon Goblin Hut

Investments

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

Goblin Hut Ram Rider

Offensive cards

Win conditions

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

Royal Hogs Wall Breakers Ram Rider

Damage spells

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

Fireball Freeze

Punishments

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

Royal Hogs Wall Breakers 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.

Royal Hogs Wall Breakers 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.

Royal Hogs 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
Royal Hogs Wall Breakers Skeleton Army Ram Rider
Giant Snowball
Cannon Goblin Hut Royal Hogs Wall Breakers Skeleton Army Ram Rider
Zap
Cannon Goblin Hut Royal Hogs Wall Breakers Skeleton Army Ram Rider
Barbarian Barrel
Cannon Goblin Hut Royal Hogs Wall Breakers Skeleton Army
The Log
Cannon Goblin Hut Royal Hogs Wall Breakers Skeleton Army Ram Rider
Earthquake
Cannon Goblin Hut Royal Hogs Skeleton Army
Arrows
Goblin Hut Royal Hogs Wall Breakers Skeleton Army
Royal Delivery
Goblin Hut Royal Hogs Wall Breakers Skeleton Army Ram Rider
Fireball
Cannon Goblin Hut Royal Hogs Wall Breakers Skeleton Army Ram Rider
Poison
Cannon Goblin Hut Royal Hogs Skeleton Army
Lightning
Cannon Goblin Hut Ram Rider
Rocket
Goblin Hut Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Freeze

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.

Skeleton Army Freeze

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 Skeleton Army

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.

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.

Wall Breakers Cannon Skeleton Army Fireball Freeze Goblin Hut Royal Hogs Ram Rider

Shortest cycle

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

12 Wall Breakers Cannon Skeleton Army Fireball

Attack Synergies 0 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.

Cannon
Fireball
Royal Hogs Wall Breakers Freeze Ram Rider
Goblin Hut
Royal Hogs Ram Rider
Royal Hogs
Fireball Goblin Hut
Wall Breakers
Fireball
Skeleton Army
Freeze
Fireball
Ram Rider
Fireball Goblin Hut

Defense Synergies 0 7

Cannon
Fireball Skeleton Army
Fireball
Cannon Goblin Hut Freeze Ram Rider
Goblin Hut
Fireball Skeleton Army
Royal Hogs
Wall Breakers
Skeleton Army
Cannon Goblin Hut Freeze
Freeze
Fireball Skeleton Army
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.

Cannon Fireball Goblin Hut Ram Rider
Skeleton Army Cannon Goblin Hut Ram Rider
Cannon Goblin Hut Skeleton Army Ram Rider Freeze
Cannon Goblin Hut Skeleton Army Ram Rider
Fireball Skeleton Army
Fireball Skeleton Army Freeze Cannon
Ram Rider Cannon Fireball Goblin Hut Freeze
Cannon Fireball Ram Rider
Cannon Goblin Hut Skeleton Army
Skeleton Army Cannon
Skeleton Army Cannon Fireball Goblin Hut Freeze Ram Rider
Fireball Goblin Hut Ram Rider
Cannon Goblin Hut Skeleton Army Fireball Freeze Ram Rider
Fireball Skeleton Army Cannon Goblin Hut Freeze
Skeleton Army Cannon Goblin Hut Ram Rider
Skeleton Army Cannon Fireball Goblin Hut Freeze Ram Rider
Cannon Fireball Goblin Hut Skeleton Army
Cannon Fireball Goblin Hut Skeleton Army Ram Rider
Freeze Cannon Fireball Goblin Hut Ram Rider
Cannon Goblin Hut Ram Rider
Skeleton Army Cannon Fireball
Cannon

Counters to secondary win conditions

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

Skeleton Army Fireball Goblin Hut
Fireball
Skeleton Army Goblin Hut Ram Rider
Skeleton Army Fireball Ram Rider
Cannon Goblin Hut Skeleton Army Ram Rider
Fireball Goblin Hut Freeze Ram Rider
Skeleton Army Fireball Goblin Hut Ram Rider
Skeleton Army
Freeze Fireball Goblin Hut Skeleton Army
Cannon Goblin Hut Skeleton Army
Goblin Hut
Skeleton Army Fireball
Skeleton Army Cannon Fireball Ram Rider
Cannon Fireball Skeleton Army
Goblin Hut Skeleton Army Fireball Freeze
Cannon Fireball Goblin Hut Freeze
Cannon Fireball Goblin Hut

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 Freeze
Fireball Ram Rider
Fireball Goblin Hut
Fireball Freeze
Fireball
Fireball Freeze Ram Rider
Fireball Freeze Ram Rider
Fireball Ram Rider
Fireball
Fireball Ram Rider
Fireball
Fireball Goblin Hut
Fireball Freeze
Fireball Goblin Hut
Fireball Goblin Hut
Fireball Goblin Hut
Fireball Freeze
Fireball
Fireball
Fireball
Fireball
Fireball
Freeze Fireball
Fireball Ram Rider
Fireball Ram Rider
Fireball
Fireball
Fireball Goblin Hut Freeze
Fireball
Fireball
Fireball Freeze
Fireball
Fireball Goblin Hut Skeleton Army Freeze
Fireball Ram Rider
Freeze
Fireball
Fireball
Fireball
Fireball
Fireball Freeze
Fireball
Fireball Freeze
Fireball

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