My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Dragon

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.

Giant Dark Prince Rune Giant Prince Electro Dragon Sparky

Offensive cards

Win conditions

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

Giant Rune Giant

Damage spells

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

Zap Rage

Punishments

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

Giant Dark Prince 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.

Giant Dark Prince Rune Giant 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.

Dark Prince Electro Dragon

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
Giant Dark Prince Prince Sparky
Giant Snowball
Electro Dragon
Zap
Dark Prince Prince Sparky
Barbarian Barrel
Dark Prince Sparky
The Log
Dark Prince Prince Sparky
Earthquake
Arrows
Royal Delivery
Dark Prince Prince Electro Dragon Sparky
Fireball
Electro Dragon Sparky
Poison
Electro Dragon Sparky
Lightning
Dark Prince Prince Electro Dragon Sparky
Rocket
Prince Electro Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince Electro Dragon 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.

Rage Dark Prince Rune Giant Prince Sparky

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.

Zap Rage Dark Prince Rune Giant Giant Prince Electro Dragon Sparky

Shortest cycle

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

12 Zap Rage Dark Prince Rune Giant

Attack Synergies 10 7

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
Giant Prince Sparky Dark Prince Electro Dragon
Giant
Zap Rage Dark Prince Prince Electro Dragon Sparky
Rage
Giant Sparky Dark Prince Prince Electro Dragon
Dark Prince
Giant Prince Zap Rage Sparky
Rune Giant
Prince
Zap Giant Dark Prince Rage
Electro Dragon
Giant Zap Rage Sparky
Sparky
Zap Giant Rage Dark Prince Electro Dragon

Defense Synergies 0 6

Zap
Dark Prince Prince Electro Dragon Sparky
Giant
Rage
Dark Prince
Zap Prince Electro Dragon
Rune Giant
Prince
Zap Dark Prince
Electro Dragon
Zap Dark Prince
Sparky
Zap

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 Electro Dragon Sparky
Sparky Zap Dark Prince Prince Electro Dragon
Prince Sparky Dark Prince Electro Dragon
Prince Sparky Dark Prince Electro Dragon
Dark Prince Prince Sparky
Zap Dark Prince Electro Dragon
Zap Electro Dragon
Zap Electro Dragon Sparky
Sparky Prince
Dark Prince Prince Sparky
Zap Dark Prince Electro Dragon
Zap Electro Dragon
Prince Sparky Zap Dark Prince Electro Dragon
Sparky Zap Dark Prince Prince Electro Dragon
Sparky Prince
Zap Prince Sparky
Sparky Dark Prince Prince Electro Dragon
Zap Dark Prince Prince Electro Dragon
Zap Dark Prince Electro Dragon
Sparky Prince
Dark Prince Prince Electro Dragon Sparky
Sparky

Counters to secondary win conditions

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

Zap Dark Prince Prince Sparky
Zap Prince Electro Dragon
Zap Dark Prince Prince Electro Dragon Sparky
Dark Prince Prince Zap Sparky
Dark Prince Prince Sparky
Zap Electro Dragon
Dark Prince Prince Sparky
Dark Prince Prince Sparky
Zap Electro Dragon Dark Prince Prince Sparky
Sparky
Dark Prince Prince Electro Dragon Sparky
Zap Dark Prince Prince
Dark Prince Prince Sparky
Electro Dragon Sparky
Electro Dragon Sparky Zap Dark Prince Prince
Zap Dark Prince Electro Dragon Sparky
Zap

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.)

Electro Dragon Sparky
Zap Electro Dragon
Electro Dragon Sparky
Dark Prince Prince Sparky
Zap Dark Prince Sparky
Zap Electro Dragon
Sparky
Zap Electro Dragon
Zap Electro Dragon
Prince Electro Dragon Sparky
Zap Dark Prince Prince Electro Dragon Sparky
Zap Electro Dragon
Sparky
Electro Dragon
Zap Prince Sparky
Zap Electro Dragon Sparky
Electro Dragon Sparky
Sparky
Sparky
Zap Dark Prince Prince Electro Dragon Sparky
Zap Electro Dragon
Prince Sparky
Prince Sparky
Zap Electro Dragon
Zap Dark Prince Electro Dragon Sparky
Zap Electro Dragon Sparky
Zap Prince Electro Dragon Sparky
Zap Sparky
Zap Electro Dragon Sparky
Zap Electro Dragon
Sparky
Zap Electro Dragon Sparky
Zap Electro Dragon Sparky
Prince Sparky
Sparky
Zap Dark Prince Prince Electro Dragon
Zap Electro Dragon
Dark Prince Prince Electro Dragon Sparky
Zap Electro Dragon
Zap Sparky
Dark Prince Prince Electro Dragon Sparky
Zap Electro Dragon Sparky
Zap Electro Dragon
Electro Dragon Zap Dark Prince Prince Sparky
Prince Sparky
Electro Dragon Sparky

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