My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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.

Rascals Electro Wizard

Defensive buildings

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

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.

Skeletons Rascals Dark Prince Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Earthquake

Punishments

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

Royal Hogs Dark Prince

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.

Rascals Royal Hogs Dark 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.

Royal Hogs Dark Prince Electro Wizard

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 Royal Hogs Dark Prince
Giant Snowball
Skeletons Royal Hogs
Zap
Skeletons Royal Hogs Dark Prince
Barbarian Barrel
Skeletons Rascals Bomb Tower Royal Hogs Dark Prince Electro Wizard
The Log
Skeletons Rascals Royal Hogs Dark Prince
Earthquake
Skeletons Bomb Tower Royal Hogs
Arrows
Skeletons Rascals Royal Hogs
Royal Delivery
Skeletons Rascals Royal Hogs Dark Prince Electro Wizard
Fireball
Rascals Bomb Tower Royal Hogs Electro Wizard
Poison
Rascals Bomb Tower Royal Hogs Electro Wizard
Lightning
Bomb Tower Dark Prince Electro Wizard Goblinstein
Rocket
Rascals Bomb Tower Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bomb Tower Dark Prince

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

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.

Electro Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Earthquake Bomb Tower Dark Prince Electro Wizard Rascals Royal Hogs Goblinstein

Shortest cycle

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

12 Skeletons Earthquake Bomb Tower Dark Prince

Attack Synergies 1 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.

Skeletons
Rascals
Dark Prince Electro Wizard
Earthquake
Royal Hogs Dark Prince
Bomb Tower
Royal Hogs
Earthquake Dark Prince Electro Wizard
Dark Prince
Rascals Earthquake Royal Hogs Electro Wizard
Electro Wizard
Rascals Royal Hogs Dark Prince
Goblinstein

Defense Synergies 0 7

Skeletons
Earthquake Bomb Tower Dark Prince Electro Wizard
Rascals
Earthquake
Skeletons Bomb Tower
Bomb Tower
Skeletons Earthquake Electro Wizard
Royal Hogs
Dark Prince
Skeletons Electro Wizard
Electro Wizard
Skeletons Bomb Tower Dark Prince
Goblinstein

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 Electro Wizard
Bomb Tower Skeletons Rascals Dark Prince Electro Wizard
Bomb Tower Skeletons Rascals Dark Prince Electro Wizard
Bomb Tower Skeletons Rascals Dark Prince Electro Wizard
Earthquake Bomb Tower Dark Prince
Skeletons Rascals Earthquake Bomb Tower Dark Prince Electro Wizard
Electro Wizard Rascals Bomb Tower
Earthquake Rascals Bomb Tower Electro Wizard
Skeletons Rascals Bomb Tower
Skeletons Rascals Dark Prince Electro Wizard
Electro Wizard Skeletons Rascals Earthquake Bomb Tower Dark Prince
Rascals Electro Wizard
Bomb Tower Skeletons Rascals Earthquake Dark Prince Electro Wizard
Bomb Tower Rascals Earthquake Dark Prince Electro Wizard
Rascals Bomb Tower Electro Wizard
Bomb Tower Rascals Electro Wizard
Bomb Tower Skeletons Rascals Dark Prince Electro Wizard
Bomb Tower Rascals Dark Prince Electro Wizard
Earthquake Bomb Tower Rascals Dark Prince Electro Wizard
Bomb Tower Electro Wizard
Rascals Dark Prince Earthquake Bomb Tower Electro Wizard
Bomb Tower

Counters to secondary win conditions

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

Rascals Skeletons Dark Prince Electro Wizard
Electro Wizard Bomb Tower
Skeletons Rascals Bomb Tower Dark Prince Electro Wizard
Dark Prince Rascals Electro Wizard
Skeletons Rascals Dark Prince
Skeletons Rascals Bomb Tower Electro Wizard
Rascals Dark Prince Skeletons Bomb Tower Electro Wizard
Rascals Bomb Tower Dark Prince
Electro Wizard Skeletons Bomb Tower Dark Prince
Skeletons
Rascals Bomb Tower Dark Prince
Dark Prince Electro Wizard
Rascals Dark Prince Skeletons Bomb Tower
Rascals Bomb Tower
Rascals Electro Wizard Skeletons Bomb Tower Dark Prince
Rascals Earthquake Bomb Tower Dark Prince Electro Wizard
Bomb Tower Electro Wizard

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 Rascals
Electro Wizard
Earthquake
Earthquake Rascals Dark Prince
Earthquake Dark Prince
Earthquake
Earthquake
Electro Wizard
Earthquake Dark Prince Electro Wizard
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake Dark Prince Electro Wizard
Earthquake
Earthquake
Earthquake
Earthquake Dark Prince
Earthquake Electro Wizard
Electro Wizard
Electro Wizard
Earthquake
Electro Wizard
Earthquake
Earthquake Electro Wizard Dark Prince
Electro Wizard
Rascals Dark Prince Electro Wizard
Earthquake
Dark Prince
Rascals Electro Wizard
Electro Wizard
Dark Prince Electro Wizard

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