My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Firecracker

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.

Firecracker

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 Earthquake Tornado

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.

Earthquake

Dropped at the bridge

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

Electro Spirit Hog 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.

Electro Spirit Firecracker Hog 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
Hog Rider
Giant Snowball
Hog Rider
Zap
Firecracker
Barbarian Barrel
Electro Spirit Firecracker Bomb Tower
The Log
Electro Spirit Firecracker Hog Rider
Earthquake
Firecracker Bomb Tower Hog Rider
Arrows
Electro Spirit Firecracker
Royal Delivery
Electro Spirit Firecracker Hog Rider
Fireball
Firecracker Bomb Tower Hog Rider
Poison
Firecracker Bomb Tower
Lightning
Bomb Tower
Rocket
Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker Earthquake Bomb Tower Tornado

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.

Electro Spirit Arrows Tornado

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.

Mirror Electro Spirit Arrows Firecracker Earthquake Tornado Bomb Tower Hog Rider

Shortest cycle

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

7 Mirror Electro Spirit Arrows Firecracker

Attack Synergies 4 10

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.

Electro Spirit
Hog Rider
Arrows
Hog Rider Mirror Earthquake
Firecracker
Hog Rider Earthquake Mirror Tornado
Earthquake
Hog Rider Arrows Firecracker Mirror Tornado
Bomb Tower
Hog Rider
Arrows Firecracker Earthquake Electro Spirit Mirror Tornado
Mirror
Arrows Firecracker Earthquake Hog Rider Tornado
Tornado
Firecracker Earthquake Hog Rider Mirror

Defense Synergies 3 9

Electro Spirit
Arrows
Mirror Bomb Tower Tornado
Firecracker
Earthquake Bomb Tower Mirror Tornado
Earthquake
Firecracker Bomb Tower Tornado
Bomb Tower
Tornado Arrows Firecracker Earthquake Mirror
Hog Rider
Mirror
Arrows Tornado Firecracker Bomb Tower
Tornado
Bomb Tower Mirror Arrows Firecracker Earthquake

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.

Earthquake Firecracker
Bomb Tower Firecracker
Bomb Tower Tornado
Bomb Tower Firecracker
Arrows Firecracker Earthquake Bomb Tower Tornado
Arrows Tornado Electro Spirit Firecracker Earthquake Bomb Tower
Tornado Electro Spirit Arrows Firecracker Bomb Tower
Earthquake Electro Spirit Arrows Bomb Tower
Bomb Tower Tornado
Tornado Firecracker
Electro Spirit Arrows Firecracker Earthquake Bomb Tower Tornado
Arrows Firecracker Tornado
Bomb Tower Earthquake
Bomb Tower Electro Spirit Arrows Firecracker Earthquake Tornado
Bomb Tower
Bomb Tower Tornado
Bomb Tower Arrows Firecracker Tornado
Arrows Bomb Tower Electro Spirit Firecracker Tornado
Arrows Earthquake Bomb Tower Tornado Electro Spirit Firecracker
Bomb Tower Tornado
Electro Spirit Arrows Firecracker Earthquake Bomb Tower

Counters to secondary win conditions

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

Arrows Firecracker Bomb Tower
Bomb Tower
Tornado
Arrows Firecracker Electro Spirit Bomb Tower Tornado
Bomb Tower
Bomb Tower
Electro Spirit Firecracker Bomb Tower Tornado
Bomb Tower
Arrows Tornado
Bomb Tower
Firecracker Bomb Tower
Electro Spirit Firecracker Bomb Tower Tornado
Arrows Electro Spirit Firecracker Earthquake Bomb Tower
Electro Spirit Arrows Bomb Tower

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.)

Earthquake Arrows Firecracker
Arrows Firecracker Tornado
Earthquake Arrows
Earthquake Arrows Firecracker
Arrows Firecracker Earthquake
Arrows Firecracker Electro Spirit Tornado
Arrows Firecracker Earthquake Tornado
Arrows Earthquake Firecracker Tornado
Arrows Firecracker Tornado
Tornado
Firecracker Arrows Earthquake Tornado
Arrows Firecracker Tornado
Earthquake Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Arrows Earthquake Tornado
Arrows Firecracker Earthquake
Arrows Firecracker Earthquake Tornado
Earthquake
Arrows Tornado
Tornado
Earthquake Arrows
Arrows Firecracker Earthquake Tornado Electro Spirit
Arrows Firecracker Earthquake Tornado
Arrows Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Electro Spirit Firecracker
Arrows Earthquake
Electro Spirit Arrows Firecracker
Arrows Firecracker Earthquake
Earthquake Electro Spirit
Arrows Firecracker Tornado
Arrows
Firecracker
Arrows Firecracker Earthquake
Arrows Tornado
Firecracker
Electro Spirit Firecracker Tornado
Firecracker Tornado
Firecracker Tornado
Firecracker

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