My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Minions Inferno Dragon

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.

Knight Giant Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Zap Arrows Lightning

Punishments

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

Hog Rider Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Knight Hog Rider Giant

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

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
Minions Hog Rider Giant Inferno Dragon
Giant Snowball
Minions Hog Rider Inferno Dragon
Zap
Minions Inferno Dragon
Barbarian Barrel
Knight
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Minions
Royal Delivery
Knight Minions Hog Rider Inferno Dragon
Fireball
Minions Hog Rider Inferno Dragon
Poison
Minions
Lightning
Knight Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Knight Inferno Dragon

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.

Minions

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Minions Hog Rider Inferno Dragon Giant Lightning

Shortest cycle

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

11 Zap Arrows Knight Minions

Attack Synergies 11 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 Hog Rider Giant Knight Minions
Arrows
Zap Hog Rider Giant Knight Lightning
Knight
Minions Hog Rider Zap Arrows
Minions
Knight Hog Rider Giant Zap Inferno Dragon
Hog Rider
Zap Arrows Knight Minions Lightning Giant
Giant
Zap Arrows Minions Lightning Hog Rider
Lightning
Hog Rider Giant Arrows
Inferno Dragon
Minions

Defense Synergies 1 6

Zap
Arrows Knight Minions Inferno Dragon
Arrows
Zap Knight Lightning
Knight
Minions Zap Arrows
Minions
Knight Zap
Hog Rider
Giant
Lightning
Arrows
Inferno Dragon
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.

Lightning Zap Knight Minions
Inferno Dragon Zap Knight Minions
Knight Minions Lightning Inferno Dragon
Inferno Dragon Knight Minions
Lightning Arrows
Arrows Zap Minions
Minions Lightning Inferno Dragon Zap Arrows
Lightning Zap Arrows
Inferno Dragon Minions
Knight
Minions Zap Arrows Knight
Arrows Minions Inferno Dragon Zap
Zap Knight Minions Lightning
Zap Arrows Minions
Inferno Dragon Knight
Zap Lightning Inferno Dragon
Arrows Knight Minions
Arrows Zap Knight Minions
Zap Arrows Knight Minions Inferno Dragon
Inferno Dragon
Arrows Knight Minions

Counters to secondary win conditions

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

Knight Zap
Zap Arrows Knight Lightning Inferno Dragon
Zap Knight Minions Lightning
Lightning Zap Knight
Knight Inferno Dragon
Arrows Zap Minions
Knight Minions Lightning
Knight Inferno Dragon
Zap Lightning Knight Minions Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Minions
Lightning Zap Arrows
Lightning Knight
Zap Knight Minions Lightning Inferno Dragon
Arrows Minions Zap Inferno Dragon
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.)

Lightning Arrows Knight
Arrows Zap
Lightning Arrows
Lightning Arrows Knight
Zap Arrows
Arrows Zap Minions
Arrows
Arrows Zap Lightning
Arrows Zap Lightning
Lightning Minions
Lightning Zap Arrows Knight
Lightning Zap Arrows
Lightning Knight
Lightning Arrows Minions
Lightning Zap Arrows
Lightning Zap Arrows
Lightning Arrows
Lightning Arrows
Minions Lightning
Lightning Zap Arrows
Lightning Zap Arrows
Lightning Minions
Lightning Arrows
Lightning
Lightning Zap Arrows
Zap Arrows
Inferno Dragon
Arrows Zap Lightning
Lightning Zap Arrows
Lightning Zap Arrows
Lightning Zap Arrows
Zap Lightning Minions
Lightning
Lightning Zap Arrows
Zap Lightning Arrows
Arrows Lightning
Zap Lightning Minions
Lightning Zap Arrows
Arrows
Lightning Knight
Arrows Zap Lightning
Lightning Zap Arrows
Zap Minions Lightning
Zap Lightning
Lightning Zap
Inferno Dragon
Lightning

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