My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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.

Cannon

Investments

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

Wizard Prince

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Arrows

Punishments

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

Goblin Barrel Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Barbarians Prince

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.

Goblin Barrel

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
Goblin Barrel Guards Prince
Giant Snowball
Cannon Barbarians Goblin Barrel Guards
Zap
Cannon Goblin Barrel Guards Prince
Barbarian Barrel
Cannon Barbarians Wizard Goblin Barrel Guards
The Log
Cannon Barbarians Goblin Barrel Guards Prince
Earthquake
Cannon Barbarians Goblin Barrel Guards
Arrows
Goblin Barrel Guards
Royal Delivery
Barbarians Wizard Goblin Barrel Guards Prince
Fireball
Cannon Barbarians Wizard Goblin Barrel
Poison
Cannon Barbarians Wizard Guards
Lightning
Cannon Wizard Prince
Rocket
Barbarians Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard

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 Guards Prince

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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 Wizard Goblin Barrel

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 Goblin Barrel Guards Barbarians Wizard Prince

Shortest cycle

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

11 Zap Arrows Cannon Goblin Barrel

Attack Synergies 3 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.

Zap
Arrows Prince Guards
Arrows
Zap Goblin Barrel Prince
Cannon
Barbarians
Wizard
Prince
Goblin Barrel
Prince Arrows Guards
Guards
Zap Goblin Barrel
Prince
Zap Goblin Barrel Arrows Wizard

Defense Synergies 1 13

Zap
Cannon Arrows Barbarians Guards Prince
Arrows
Zap Cannon Barbarians Prince
Cannon
Zap Arrows Wizard Guards Prince
Barbarians
Zap Arrows
Wizard
Cannon Guards Prince
Goblin Barrel
Guards
Zap Cannon Wizard Prince
Prince
Zap Arrows Cannon Wizard Guards

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 Cannon Wizard
Barbarians Zap Cannon Prince
Cannon Barbarians Prince
Cannon Barbarians Prince Guards
Arrows Barbarians Prince
Arrows Zap Cannon Guards
Zap Arrows Cannon Wizard
Zap Arrows Cannon Barbarians
Cannon Barbarians Prince
Guards Cannon Barbarians Prince
Barbarians Guards Zap Arrows Cannon Wizard
Arrows Zap Wizard
Cannon Barbarians Prince Zap Wizard Guards
Wizard Zap Arrows Cannon Barbarians Guards Prince
Barbarians Cannon Prince
Barbarians Zap Cannon Prince
Barbarians Wizard Arrows Cannon Prince
Arrows Cannon Zap Barbarians Wizard Guards Prince
Zap Arrows Wizard Cannon Barbarians Guards
Barbarians Cannon Prince
Wizard Arrows Cannon Barbarians Guards Prince

Counters to secondary win conditions

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

Barbarians Guards Zap Prince
Zap Arrows Wizard Prince
Barbarians Guards Zap Prince
Guards Prince Zap Barbarians
Barbarians Cannon Guards Prince
Arrows Wizard Zap
Guards Prince Barbarians
Barbarians Prince
Zap Barbarians Prince
Cannon Barbarians Guards
Barbarians Guards Prince
Zap Arrows Barbarians Guards Prince
Barbarians Prince Cannon Wizard Guards
Wizard Cannon Barbarians
Barbarians Guards Zap Prince
Arrows Zap Cannon Barbarians Wizard
Zap Arrows Cannon

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 Guards
Arrows Zap
Arrows
Arrows Barbarians Guards Prince
Wizard Zap Arrows
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Guards Prince
Zap Arrows Wizard Prince
Zap Arrows Wizard
Arrows
Zap Arrows Prince
Zap Arrows Wizard
Arrows Wizard
Arrows
Zap Arrows Wizard Prince
Zap Arrows Wizard
Prince
Arrows Wizard
Prince
Zap Arrows Barbarians
Zap Arrows Wizard
Arrows Zap Wizard
Zap Arrows Wizard Prince
Zap Arrows
Zap Arrows Wizard
Zap Wizard Guards
Zap Arrows Wizard
Zap Arrows
Prince
Arrows Wizard
Zap Barbarians Guards Prince
Zap Arrows Wizard
Arrows
Wizard Prince
Arrows Zap Wizard
Zap Arrows
Prince
Zap Guards
Zap
Zap Prince
Prince
Wizard

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