My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Royal Giant Prince Magic Archer Sparky

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Arrows

Punishments

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

Royal Giant Wall Breakers Prince

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.

Royal Giant Wall Breakers Prince 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.

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
Royal Giant Wall Breakers Guards Prince Sparky
Giant Snowball
Wall Breakers Guards
Zap
Royal Giant Wall Breakers Guards Prince Sparky
Barbarian Barrel
Wall Breakers Guards Magic Archer Sparky
The Log
Royal Giant Wall Breakers Guards Prince Sparky
Earthquake
Guards
Arrows
Wall Breakers Guards
Royal Delivery
Wall Breakers Guards Prince Magic Archer Sparky
Fireball
Wall Breakers Magic Archer Sparky
Poison
Guards Magic Archer Sparky
Lightning
Prince Magic Archer Sparky
Rocket
Prince Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer Sparky

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 Sparky

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.

Royal 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.

Mirror Wall Breakers Arrows Guards Magic Archer Prince Royal Giant Sparky

Shortest cycle

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

8 Mirror Wall Breakers Arrows Guards

Attack Synergies 3 10

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.

Arrows
Royal Giant Mirror Sparky Wall Breakers Prince
Royal Giant
Arrows Mirror Guards Magic Archer Sparky
Mirror
Arrows Royal Giant Wall Breakers Magic Archer Sparky
Wall Breakers
Arrows Mirror
Guards
Royal Giant
Prince
Arrows Magic Archer
Magic Archer
Royal Giant Mirror Prince
Sparky
Arrows Royal Giant Mirror

Defense Synergies 1 8

Arrows
Mirror Prince Sparky
Royal Giant
Mirror
Arrows Magic Archer Sparky
Wall Breakers
Guards
Prince Magic Archer Sparky
Prince
Arrows Guards Magic Archer
Magic Archer
Mirror Guards Prince
Sparky
Arrows Mirror 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.

Magic Archer Sparky
Sparky Prince
Prince Sparky
Prince Sparky Guards
Arrows Prince Sparky
Arrows Guards Magic Archer
Arrows Magic Archer
Arrows Magic Archer Sparky
Sparky Prince
Guards Prince Sparky
Guards Arrows Magic Archer
Arrows Magic Archer
Prince Sparky Guards
Sparky Arrows Guards Prince Magic Archer
Sparky Prince
Prince Sparky
Sparky Arrows Prince
Arrows Guards Prince Magic Archer
Arrows Guards Magic Archer
Sparky Prince
Arrows Guards Prince Sparky

Counters to secondary win conditions

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

Guards Prince Sparky
Arrows Prince Magic Archer
Guards Prince Sparky
Guards Prince Sparky
Guards Prince Sparky
Arrows Magic Archer
Guards Prince Sparky
Prince Sparky
Prince Magic Archer Sparky
Guards Sparky
Guards Prince Sparky
Arrows Guards Prince
Prince Guards Sparky
Magic Archer Sparky
Guards Sparky Prince Magic Archer
Arrows Magic Archer Sparky
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.)

Magic Archer Arrows Guards Sparky
Arrows Magic Archer
Arrows Magic Archer Sparky
Arrows Guards Prince Sparky
Arrows Magic Archer Sparky
Arrows Magic Archer
Arrows Magic Archer Sparky
Arrows Magic Archer
Arrows
Guards Prince Sparky
Arrows Prince Magic Archer Sparky
Arrows Magic Archer
Magic Archer Sparky
Arrows Magic Archer
Arrows Prince Magic Archer Sparky
Arrows Magic Archer Sparky
Magic Archer Arrows Sparky
Arrows Sparky
Sparky
Arrows Prince Magic Archer Sparky
Arrows Magic Archer
Prince Magic Archer Sparky
Arrows
Prince Sparky
Arrows
Arrows Magic Archer Sparky
Arrows Magic Archer Sparky
Arrows Prince Magic Archer Sparky
Arrows Magic Archer Sparky
Arrows Magic Archer Sparky
Guards
Sparky
Arrows Magic Archer Sparky
Arrows Magic Archer Sparky
Prince Sparky
Arrows Magic Archer Sparky
Guards Prince Magic Archer
Arrows Magic Archer
Arrows
Prince Magic Archer Sparky
Arrows Magic Archer
Arrows Sparky
Prince Sparky
Guards Magic Archer Sparky
Magic Archer
Prince Magic Archer Sparky
Prince Sparky
Sparky

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