My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 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.

Fire Spirit

Defensive buildings

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

Missing

Investments

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

Skeletons 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.

Zap Arrows Goblin Curse

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.

Fire Spirit Hog Rider 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.

Hog Rider Goblin Machine

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
Skeletons Hog Rider Goblin Curse
Giant Snowball
Skeletons Fire Spirit Hog Rider Goblin Curse
Zap
Skeletons Fire Spirit Goblin Curse
Barbarian Barrel
Skeletons Fire Spirit Goblin Curse
The Log
Skeletons Fire Spirit Hog Rider Goblin Curse
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Fire Spirit Goblin Curse
Royal Delivery
Skeletons Fire Spirit Hog Rider
Fireball
Hog Rider
Poison
Goblin Curse
Lightning
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Goblin Machine Mega Knight

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.

Fire Spirit Arrows Goblin Curse Goblin Machine 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.

Fire Spirit

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.

Skeletons Fire Spirit Zap Goblin Curse Arrows Hog Rider Goblin Machine Mega Knight

Shortest cycle

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

6 Skeletons Fire Spirit Zap Goblin Curse

Attack Synergies 7 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.

Skeletons
Fire Spirit
Hog Rider Zap Goblin Curse
Zap
Arrows Hog Rider Goblin Curse Fire Spirit Mega Knight
Arrows
Zap Hog Rider Goblin Curse Mega Knight
Hog Rider
Fire Spirit Zap Arrows Mega Knight
Goblin Curse
Zap Arrows Goblin Machine Fire Spirit
Goblin Machine
Goblin Curse
Mega Knight
Zap Arrows Hog Rider

Defense Synergies 2 5

Skeletons
Fire Spirit Zap
Fire Spirit
Skeletons Zap
Zap
Mega Knight Skeletons Fire Spirit Arrows
Arrows
Mega Knight Zap
Hog Rider
Goblin Curse
Goblin Machine
Goblin Machine
Goblin Curse
Mega Knight
Zap 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.

Zap
Skeletons Zap Goblin Curse Mega Knight
Mega Knight Skeletons Fire Spirit Goblin Curse
Skeletons Goblin Curse Mega Knight
Arrows Mega Knight
Arrows Skeletons Fire Spirit Zap Mega Knight
Fire Spirit Zap Arrows Goblin Curse
Zap Arrows Mega Knight
Skeletons Goblin Curse
Skeletons Fire Spirit Mega Knight
Goblin Curse Skeletons Zap Arrows Mega Knight
Arrows Zap Goblin Curse
Mega Knight Skeletons Fire Spirit Zap Goblin Curse
Fire Spirit Mega Knight Zap Arrows Goblin Curse
Goblin Curse Mega Knight
Zap Goblin Curse Mega Knight
Mega Knight Skeletons Arrows
Fire Spirit Arrows Mega Knight Zap
Zap Arrows Fire Spirit Goblin Curse Mega Knight
Goblin Curse
Mega Knight Fire Spirit Arrows Goblin Curse

Counters to secondary win conditions

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

Mega Knight Skeletons Zap
Zap Arrows Mega Knight
Mega Knight Skeletons Zap
Mega Knight Zap
Skeletons Goblin Curse Mega Knight
Fire Spirit Arrows Skeletons Zap Goblin Curse
Skeletons
Mega Knight Goblin Curse
Zap Mega Knight Skeletons
Skeletons Goblin Curse
Mega Knight
Mega Knight Zap Arrows
Mega Knight Skeletons Goblin Curse
Goblin Curse Mega Knight
Skeletons Zap
Arrows Mega Knight Zap Goblin Curse
Zap Arrows

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
Arrows Zap Goblin Curse
Arrows
Arrows
Fire Spirit Zap Arrows Goblin Curse Mega Knight
Arrows Fire Spirit Zap Goblin Curse Goblin Machine
Fire Spirit Arrows
Arrows Fire Spirit Zap Goblin Curse
Arrows Zap
Fire Spirit
Zap Arrows Goblin Machine
Fire Spirit Zap Arrows Goblin Curse
Fire Spirit
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Fire Spirit Zap Arrows Goblin Machine Mega Knight
Fire Spirit Zap Arrows Goblin Curse Goblin Machine Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Goblin Curse Fire Spirit Goblin Machine Mega Knight
Arrows Zap
Zap Arrows Mega Knight
Zap Arrows Goblin Curse
Fire Spirit Zap Arrows Goblin Curse
Zap
Zap Arrows Mega Knight
Zap Arrows
Mega Knight
Arrows Goblin Curse
Zap Fire Spirit
Fire Spirit Zap Arrows Goblin Curse
Arrows
Mega Knight
Arrows Zap
Zap Arrows
Mega Knight
Zap
Zap
Zap Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: