My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Wizard 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 Barbarian Barrel

Punishments

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

Hog Rider 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.

Electro Spirit Hog Rider Barbarian Barrel 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.

Electro Spirit 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 Guards
Giant Snowball
Hog Rider Guards
Zap
Guards
Barbarian Barrel
Electro Spirit Goblin Cage Wizard Guards
The Log
Electro Spirit Goblin Cage Hog Rider Guards
Earthquake
Goblin Cage Hog Rider Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Goblin Cage Hog Rider Wizard Guards
Fireball
Goblin Cage Hog Rider Wizard
Poison
Goblin Cage Wizard Guards
Lightning
Goblin Cage Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Wizard Barbarian Barrel 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.

Electro Spirit Arrows Guards Mega Knight

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Barbarian Barrel Arrows Guards Goblin Cage Hog Rider Wizard Mega Knight

Shortest cycle

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

9 Electro Spirit Barbarian Barrel Arrows Guards

Attack Synergies 1 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 Mega Knight
Goblin Cage
Hog Rider Barbarian Barrel
Hog Rider
Arrows Electro Spirit Goblin Cage Wizard Barbarian Barrel Guards Mega Knight
Wizard
Hog Rider Mega Knight
Barbarian Barrel
Goblin Cage Hog Rider Mega Knight
Guards
Hog Rider
Mega Knight
Arrows Hog Rider Wizard Barbarian Barrel

Defense Synergies 1 9

Electro Spirit
Arrows
Mega Knight Barbarian Barrel
Goblin Cage
Wizard Barbarian Barrel Guards
Hog Rider
Wizard
Goblin Cage Barbarian Barrel Guards Mega Knight
Barbarian Barrel
Arrows Goblin Cage Wizard Guards Mega Knight
Guards
Goblin Cage Wizard Barbarian Barrel
Mega Knight
Arrows Wizard Barbarian Barrel

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.

Goblin Cage Wizard Barbarian Barrel
Goblin Cage Mega Knight
Goblin Cage Mega Knight
Goblin Cage Guards Mega Knight
Arrows Goblin Cage Barbarian Barrel Mega Knight
Arrows Barbarian Barrel Electro Spirit Guards Mega Knight
Electro Spirit Arrows Goblin Cage Wizard
Electro Spirit Arrows Goblin Cage Barbarian Barrel Mega Knight
Goblin Cage
Guards Barbarian Barrel Mega Knight
Guards Electro Spirit Arrows Wizard Barbarian Barrel Mega Knight
Arrows Wizard
Goblin Cage Mega Knight Wizard Guards
Wizard Mega Knight Electro Spirit Arrows Goblin Cage Barbarian Barrel Guards
Goblin Cage Mega Knight
Goblin Cage Mega Knight
Wizard Mega Knight Arrows Goblin Cage
Arrows Goblin Cage Mega Knight Electro Spirit Wizard Barbarian Barrel Guards
Arrows Goblin Cage Wizard Barbarian Barrel Electro Spirit Guards Mega Knight
Goblin Cage
Wizard Mega Knight Electro Spirit Arrows Barbarian Barrel Guards

Counters to secondary win conditions

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

Guards Mega Knight Goblin Cage Barbarian Barrel
Arrows Wizard Barbarian Barrel Mega Knight
Guards Mega Knight Goblin Cage
Guards Mega Knight Goblin Cage Barbarian Barrel
Goblin Cage Guards Mega Knight
Arrows Wizard Electro Spirit
Guards Goblin Cage
Mega Knight Goblin Cage
Goblin Cage Mega Knight Electro Spirit Barbarian Barrel
Goblin Cage Guards
Mega Knight Goblin Cage Guards
Mega Knight Arrows Goblin Cage Guards
Mega Knight Goblin Cage Wizard Guards
Wizard Goblin Cage Mega Knight
Guards Electro Spirit Goblin Cage Barbarian Barrel
Arrows Mega Knight Electro Spirit Goblin Cage Wizard Barbarian Barrel
Electro Spirit Arrows Goblin Cage

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 Barbarian Barrel Guards
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel Guards
Wizard Arrows Barbarian Barrel Mega Knight
Arrows Wizard Electro Spirit
Arrows Wizard
Arrows Wizard Barbarian Barrel
Arrows Wizard
Guards
Arrows Wizard Barbarian Barrel
Arrows Wizard
Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Arrows Wizard Barbarian Barrel
Arrows Wizard Barbarian Barrel Mega Knight
Arrows Barbarian Barrel
Arrows Wizard Barbarian Barrel Mega Knight
Arrows Wizard Barbarian Barrel Mega Knight
Mega Knight
Arrows Wizard
Arrows Barbarian Barrel
Arrows Electro Spirit Wizard Barbarian Barrel Mega Knight
Arrows Wizard Barbarian Barrel
Arrows Wizard Mega Knight
Arrows Barbarian Barrel
Arrows Wizard
Electro Spirit Wizard Guards
Arrows Wizard Mega Knight
Electro Spirit Arrows
Mega Knight
Arrows Wizard
Electro Spirit Barbarian Barrel Guards
Arrows Wizard
Arrows Barbarian Barrel
Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Electro Spirit Guards
Barbarian Barrel Mega Knight
Wizard Mega Knight

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