My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Baby Dragon Ice Wizard

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.

Baby Dragon Ice Wizard

Offensive cards

Win conditions

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

Hog Rider Miner

Damage spells

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

Fireball Void

Punishments

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

Hog Rider Miner

Pump responses

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

Fireball Void Miner

Dropped at the bridge

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

Hog Rider Baby Dragon

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 Miner

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 Guards Miner
Giant Snowball
Cannon Hog Rider Guards Baby Dragon Miner
Zap
Cannon Guards
Barbarian Barrel
Cannon Guards Ice Wizard
The Log
Cannon Hog Rider Guards
Earthquake
Cannon Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Guards Baby Dragon Miner Ice Wizard
Fireball
Cannon Hog Rider Baby Dragon Ice Wizard
Poison
Cannon Guards Ice Wizard
Lightning
Cannon Baby Dragon Ice Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon Ice Wizard

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.

Guards Baby Dragon Miner Ice Wizard

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

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 Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Cannon Guards Void Miner Ice Wizard Fireball Hog Rider Baby Dragon

Shortest cycle

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

12 Cannon Guards Void Miner

Attack Synergies 2 7

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
Hog Rider Baby Dragon Miner
Hog Rider
Fireball Guards Void Baby Dragon
Guards
Miner Hog Rider
Void
Hog Rider
Baby Dragon
Fireball Hog Rider Miner Ice Wizard
Miner
Guards Fireball Baby Dragon
Ice Wizard
Baby Dragon

Defense Synergies 1 8

Cannon
Fireball Guards Baby Dragon Ice Wizard
Fireball
Cannon Miner Ice Wizard
Hog Rider
Guards
Cannon Baby Dragon Ice Wizard
Void
Baby Dragon
Ice Wizard Cannon Guards
Miner
Fireball
Ice Wizard
Baby Dragon Cannon Fireball Guards

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 Void Baby Dragon
Cannon Ice Wizard
Cannon Void Ice Wizard
Cannon Guards Ice Wizard
Fireball
Fireball Cannon Guards Baby Dragon Ice Wizard
Cannon Fireball Void Baby Dragon Ice Wizard
Cannon Fireball Void Baby Dragon
Cannon Ice Wizard
Guards Cannon Miner Ice Wizard
Guards Ice Wizard Cannon Fireball Baby Dragon
Fireball Baby Dragon Ice Wizard
Cannon Fireball Guards Ice Wizard
Fireball Cannon Guards Baby Dragon
Cannon
Cannon Fireball
Cannon Fireball
Cannon Fireball Guards Baby Dragon Ice Wizard
Baby Dragon Cannon Fireball Guards Ice Wizard
Cannon
Cannon Fireball Guards Baby Dragon

Counters to secondary win conditions

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

Guards Fireball Void
Fireball Void Baby Dragon Miner
Guards
Guards Fireball
Cannon Guards
Fireball Baby Dragon Ice Wizard
Guards Fireball Void Ice Wizard
Void Fireball Baby Dragon
Cannon Guards
Guards
Fireball Guards Void
Cannon Fireball Guards
Cannon Fireball Baby Dragon
Guards Fireball Baby Dragon
Cannon Fireball Baby Dragon Ice Wizard
Cannon Fireball Void

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 Void Guards Baby Dragon
Fireball Void Baby Dragon Miner Ice Wizard
Fireball Void Baby Dragon Miner
Fireball Guards Void
Fireball Baby Dragon
Fireball Baby Dragon Ice Wizard
Baby Dragon
Fireball Baby Dragon Ice Wizard
Fireball Void Miner
Fireball Guards Void
Void Miner Fireball
Fireball Void Baby Dragon
Fireball Void Baby Dragon Miner
Fireball Void Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Void Fireball Baby Dragon
Fireball Baby Dragon Miner
Fireball Void Baby Dragon
Fireball Void
Void
Fireball Void Baby Dragon
Fireball Baby Dragon Ice Wizard
Fireball Void Miner Baby Dragon Ice Wizard
Fireball Void Baby Dragon Miner
Fireball Void Miner Baby Dragon
Fireball Baby Dragon Ice Wizard
Fireball Guards Void
Fireball Void
Void Fireball Miner
Void Fireball
Fireball
Fireball Guards Void
Fireball Baby Dragon Ice Wizard
Fireball
Fireball Void Miner Baby Dragon
Fireball Baby Dragon
Void Fireball
Fireball Guards Baby Dragon
Fireball Void
Void Fireball Baby Dragon Miner

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