My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Zappies

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.

Zappies Dark Prince Balloon

Offensive cards

Win conditions

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

Hog Rider Royal Hogs Balloon

Damage spells

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

Freeze Lightning

Punishments

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

Hog Rider Royal Hogs Dark Prince Balloon

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.

Barbarians Hog Rider Royal Hogs Dark Prince Balloon

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 Royal Hogs Dark Prince Balloon

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 Royal Hogs Dark Prince Balloon
Giant Snowball
Barbarians Hog Rider Zappies Royal Hogs Balloon
Zap
Zappies Royal Hogs Dark Prince Balloon
Barbarian Barrel
Barbarians Zappies Royal Hogs Dark Prince
The Log
Barbarians Hog Rider Zappies Royal Hogs Dark Prince
Earthquake
Barbarians Hog Rider Zappies Royal Hogs
Arrows
Zappies Royal Hogs
Royal Delivery
Barbarians Hog Rider Zappies Royal Hogs Dark Prince Balloon
Fireball
Barbarians Hog Rider Zappies Royal Hogs Balloon
Poison
Barbarians Zappies Royal Hogs Balloon
Lightning
Dark Prince Balloon
Rocket
Barbarians Hog Rider Royal Hogs Balloon

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince 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.

Dark Prince Freeze

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.

Barbarians

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Hog Rider Zappies Dark Prince Freeze Barbarians Royal Hogs Balloon Lightning

Shortest cycle

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

16 Hog Rider Zappies Dark Prince Freeze

Attack Synergies 3 12

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.

Barbarians
Hog Rider Balloon
Hog Rider
Freeze Lightning Barbarians Zappies Dark Prince Balloon
Zappies
Hog Rider Royal Hogs Dark Prince Balloon
Royal Hogs
Zappies Dark Prince Lightning
Dark Prince
Hog Rider Zappies Royal Hogs Balloon Lightning
Freeze
Hog Rider Balloon
Balloon
Freeze Barbarians Hog Rider Zappies Dark Prince
Lightning
Hog Rider Royal Hogs Dark Prince

Defense Synergies 0 1

Barbarians
Zappies
Hog Rider
Zappies
Barbarians
Royal Hogs
Dark Prince
Freeze
Balloon
Lightning

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 Zappies
Barbarians Zappies Dark Prince
Barbarians Zappies Dark Prince Freeze Lightning
Barbarians Zappies Dark Prince
Lightning Barbarians Dark Prince
Freeze Zappies Dark Prince
Lightning Zappies Freeze
Lightning Barbarians
Barbarians Zappies
Barbarians Zappies Dark Prince
Barbarians Zappies Dark Prince Freeze
Zappies
Barbarians Zappies Dark Prince Freeze Lightning
Barbarians Zappies Dark Prince Freeze
Barbarians Zappies
Barbarians Zappies Freeze Lightning
Barbarians Zappies Dark Prince
Barbarians Zappies Dark Prince
Freeze Barbarians Zappies Dark Prince
Barbarians Zappies
Dark Prince Barbarians Zappies

Counters to secondary win conditions

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

Barbarians Zappies Dark Prince
Lightning
Barbarians Zappies Dark Prince Lightning
Dark Prince Lightning Barbarians Zappies
Barbarians Zappies Dark Prince
Zappies Freeze
Dark Prince Barbarians Zappies Lightning
Barbarians Zappies Dark Prince
Freeze Lightning Barbarians Zappies Dark Prince
Barbarians Zappies
Barbarians Zappies Dark Prince
Lightning Barbarians Dark Prince
Barbarians Dark Prince Lightning Zappies
Barbarians Zappies
Barbarians Zappies Dark Prince Freeze Lightning
Barbarians Zappies Dark Prince Freeze

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 Freeze
Lightning
Lightning Barbarians Dark Prince Freeze
Dark Prince
Freeze
Freeze Lightning
Lightning
Lightning
Lightning Dark Prince
Lightning
Lightning
Lightning Freeze
Lightning
Lightning
Lightning
Lightning Freeze
Lightning
Lightning Dark Prince
Lightning
Lightning
Lightning
Lightning
Lightning Barbarians
Freeze Dark Prince
Lightning
Lightning
Lightning
Lightning
Lightning Zappies Freeze
Lightning
Lightning
Lightning Zappies Freeze
Lightning
Lightning Barbarians Zappies Dark Prince Freeze
Lightning Zappies
Freeze
Lightning Dark Prince
Lightning
Lightning
Dark Prince
Zappies Freeze Lightning
Zappies Lightning
Lightning Dark Prince Freeze
Lightning

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