My Best Clash Royale Deck

Deck Check Rating

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

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 No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!
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.

Magic Archer

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 Skeleton Barrel Balloon Prince Electro Giant Magic Archer

Offensive cards

Win conditions

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

Skeleton Barrel Balloon Electro Giant

Damage spells

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

Tornado Freeze

Punishments

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

Skeleton Barrel Balloon Prince Electro Giant

Pump responses

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

Missing

Dropped at the bridge

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

Knight Skeleton Barrel Balloon Prince Electro Giant Magic Archer

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.

Skeleton Barrel Balloon Magic Archer

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
Skeleton Barrel Balloon Prince
Giant Snowball
Skeleton Barrel Balloon
Zap
Skeleton Barrel Balloon Prince
Barbarian Barrel
Knight Skeleton Barrel Magic Archer
The Log
Skeleton Barrel Prince
Earthquake
Arrows
Skeleton Barrel
Royal Delivery
Knight Skeleton Barrel Balloon Prince Magic Archer
Fireball
Skeleton Barrel Balloon Magic Archer
Poison
Skeleton Barrel Balloon Magic Archer
Lightning
Knight Balloon Prince Magic Archer
Rocket
Balloon Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Freeze Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Freeze Electro Giant Magic Archer

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.

Knight Skeleton Barrel Tornado Freeze Prince Electro Giant

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Skeleton Barrel Tornado Freeze Magic Archer Balloon Prince Electro Giant

Shortest cycle

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

13 Knight Skeleton Barrel Tornado Freeze

Attack Synergies 5 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.

Knight
Skeleton Barrel Balloon Prince Magic Archer
Skeleton Barrel
Knight Tornado Freeze Balloon Prince Magic Archer
Tornado
Electro Giant Magic Archer Skeleton Barrel Freeze Balloon
Freeze
Balloon Skeleton Barrel Tornado
Balloon
Knight Freeze Skeleton Barrel Tornado Magic Archer
Prince
Knight Skeleton Barrel Electro Giant Magic Archer
Electro Giant
Tornado Prince
Magic Archer
Tornado Knight Skeleton Barrel Balloon Prince

Defense Synergies 2 5

Knight
Magic Archer Tornado
Skeleton Barrel
Tornado
Magic Archer Knight Prince Electro Giant
Freeze
Balloon
Prince
Tornado Electro Giant Magic Archer
Electro Giant
Tornado Prince
Magic Archer
Knight Tornado Prince

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.

Knight Skeleton Barrel Magic Archer
Knight Prince
Tornado Prince Knight Freeze
Prince Knight
Tornado Prince
Tornado Freeze Magic Archer
Tornado Freeze Magic Archer
Skeleton Barrel Electro Giant Magic Archer
Tornado Prince
Knight Tornado Prince
Knight Tornado Freeze Electro Giant Magic Archer
Tornado Magic Archer
Prince Knight Freeze
Tornado Freeze Prince Magic Archer
Knight Prince
Tornado Freeze Prince Electro Giant
Knight Tornado Prince
Knight Tornado Prince Magic Archer
Tornado Freeze Knight Magic Archer
Tornado Prince
Knight Prince Electro Giant

Counters to secondary win conditions

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

Knight Prince Electro Giant
Knight Skeleton Barrel Prince Magic Archer
Knight Prince
Prince Knight Tornado
Knight Prince
Electro Giant Skeleton Barrel Tornado Freeze Magic Archer
Prince Knight
Knight Prince
Freeze Knight Tornado Prince Magic Archer
Knight Prince
Tornado Prince Electro Giant
Prince Knight
Electro Giant Magic Archer
Electro Giant Knight Tornado Freeze Prince Magic Archer
Freeze Electro Giant Magic Archer

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.)

Skeleton Barrel Magic Archer Knight Freeze
Skeleton Barrel Tornado Magic Archer
Skeleton Barrel Magic Archer
Knight Skeleton Barrel Freeze Prince
Magic Archer
Electro Giant Skeleton Barrel Tornado Freeze Magic Archer
Tornado Magic Archer
Skeleton Barrel Tornado Freeze Magic Archer
Skeleton Barrel Tornado
Tornado Prince
Knight Skeleton Barrel Tornado Prince Magic Archer
Tornado Magic Archer
Knight Skeleton Barrel Magic Archer
Skeleton Barrel Freeze Magic Archer
Skeleton Barrel Prince Magic Archer
Skeleton Barrel Magic Archer
Magic Archer Skeleton Barrel
Tornado Freeze
Skeleton Barrel Prince Magic Archer
Skeleton Barrel Tornado Electro Giant Magic Archer
Prince Magic Archer
Tornado
Tornado Prince
Skeleton Barrel
Tornado Freeze Electro Giant Magic Archer
Skeleton Barrel Tornado Magic Archer
Skeleton Barrel Tornado Prince Magic Archer
Skeleton Barrel Tornado Magic Archer
Tornado Electro Giant Magic Archer
Skeleton Barrel Freeze Electro Giant
Magic Archer
Freeze Magic Archer
Prince
Magic Archer
Skeleton Barrel Freeze Prince Magic Archer
Tornado Magic Archer
Freeze
Knight Prince Magic Archer
Skeleton Barrel Magic Archer
Tornado Electro Giant
Prince
Electro Giant Tornado Freeze Magic Archer
Tornado Magic Archer
Skeleton Barrel Tornado Freeze Prince Electro Giant Magic Archer
Prince

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