My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Ram Rider

Defensive buildings

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

Cannon 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.

Ram Rider

Offensive cards

Win conditions

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

Royal Hogs Ram Rider

Damage spells

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

Zap Arrows Earthquake Freeze

Punishments

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

Royal Hogs Ram 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.

Royal Hogs 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 Ram Rider
Giant Snowball
Cannon Royal Hogs Ram Rider
Zap
Cannon Royal Hogs Ram Rider
Barbarian Barrel
Cannon Bomb Tower Royal Hogs
The Log
Cannon Royal Hogs Ram Rider
Earthquake
Cannon Bomb Tower Royal Hogs
Arrows
Royal Hogs
Royal Delivery
Royal Hogs Ram Rider
Fireball
Cannon Bomb Tower Royal Hogs Ram Rider
Poison
Cannon Bomb Tower Royal Hogs
Lightning
Cannon Bomb Tower Ram Rider
Rocket
Bomb Tower Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Earthquake Bomb Tower Freeze

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.

Arrows Freeze

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.

Zap Arrows Cannon Earthquake Bomb Tower Freeze Royal Hogs Ram Rider

Shortest cycle

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

11 Zap Arrows Cannon Earthquake

Attack Synergies 5 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.

Zap
Arrows Earthquake Ram Rider Royal Hogs Freeze
Arrows
Zap Royal Hogs Earthquake Freeze Ram Rider
Cannon
Earthquake
Zap Royal Hogs Arrows Ram Rider
Bomb Tower
Royal Hogs
Arrows Earthquake Zap
Freeze
Zap Arrows
Ram Rider
Zap Arrows Earthquake

Defense Synergies 2 7

Zap
Cannon Bomb Tower Arrows Earthquake Ram Rider
Arrows
Zap Cannon Bomb Tower
Cannon
Zap Arrows Earthquake
Earthquake
Zap Cannon Bomb Tower
Bomb Tower
Zap Arrows Earthquake
Royal Hogs
Freeze
Ram Rider
Zap

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 Zap Cannon Ram Rider
Bomb Tower Zap Cannon Ram Rider
Cannon Bomb Tower Ram Rider Freeze
Cannon Bomb Tower Ram Rider
Arrows Earthquake Bomb Tower
Arrows Freeze Zap Cannon Earthquake Bomb Tower
Ram Rider Zap Arrows Cannon Bomb Tower Freeze
Earthquake Zap Arrows Cannon Bomb Tower Ram Rider
Cannon Bomb Tower
Cannon
Zap Arrows Cannon Earthquake Bomb Tower Freeze Ram Rider
Arrows Zap Ram Rider
Cannon Bomb Tower Zap Earthquake Freeze Ram Rider
Bomb Tower Zap Arrows Cannon Earthquake Freeze
Cannon Bomb Tower Ram Rider
Bomb Tower Zap Cannon Freeze Ram Rider
Bomb Tower Arrows Cannon
Arrows Cannon Bomb Tower Zap Ram Rider
Zap Arrows Earthquake Bomb Tower Freeze Cannon Ram Rider
Cannon Bomb Tower Ram Rider
Arrows Cannon Earthquake Bomb Tower
Cannon Bomb Tower

Counters to secondary win conditions

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

Zap
Zap Arrows Bomb Tower
Zap Bomb Tower Ram Rider
Zap Ram Rider
Cannon Ram Rider
Arrows Zap Bomb Tower Freeze Ram Rider
Bomb Tower Ram Rider
Bomb Tower
Zap Freeze Bomb Tower
Cannon
Bomb Tower
Zap Arrows
Cannon Bomb Tower Ram Rider
Cannon Bomb Tower
Zap Bomb Tower Freeze
Arrows Zap Cannon Earthquake Bomb Tower Freeze
Zap Arrows Cannon 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 Freeze
Arrows Zap Ram Rider
Earthquake Arrows
Earthquake Arrows Freeze
Zap Arrows Earthquake
Arrows Zap Freeze Ram Rider
Arrows Earthquake
Arrows Earthquake Zap Freeze Ram Rider
Arrows Zap Ram Rider
Zap Arrows Earthquake Ram Rider
Zap Arrows
Earthquake
Earthquake Arrows Freeze
Earthquake Zap Arrows
Earthquake Zap Arrows
Earthquake Arrows
Arrows Earthquake Freeze
Zap Arrows Earthquake
Zap Arrows Earthquake
Earthquake
Arrows
Earthquake Zap Arrows
Zap Arrows Earthquake Freeze
Arrows Zap Earthquake Ram Rider
Zap Arrows Ram Rider
Zap Arrows
Zap Arrows
Zap Freeze
Zap Arrows Earthquake
Zap Arrows Freeze
Arrows Earthquake
Zap Earthquake Freeze
Zap Arrows Ram Rider
Freeze
Arrows
Arrows Zap Earthquake
Zap Arrows
Zap Freeze
Zap
Zap Freeze

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