My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

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 Bandit

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows The Log

Punishments

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

Hog Rider Prince Bandit

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.

Hog Rider Prince Bandit

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.

Hog Rider Bandit

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
Hog Rider Skeleton Army Prince Bandit
Giant Snowball
Cannon Hog Rider Skeleton Army
Zap
Cannon Skeleton Army Prince Bandit
Barbarian Barrel
Cannon Wizard Skeleton Army Bandit
The Log
Cannon Hog Rider Skeleton Army Prince Bandit
Earthquake
Cannon Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Wizard Skeleton Army Prince Bandit
Fireball
Cannon Hog Rider Wizard Skeleton Army Bandit
Poison
Cannon Wizard Skeleton Army
Lightning
Cannon Wizard Prince Bandit
Rocket
Hog Rider Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army 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.

Skeleton Army

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.

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.

The Log Arrows Cannon Skeleton Army Bandit Hog Rider Wizard Prince

Shortest cycle

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

11 The Log Arrows Cannon Skeleton Army

Attack Synergies 2 9

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
Hog Rider Prince Bandit
Cannon
Hog Rider
Arrows The Log Wizard Prince Bandit
Wizard
Hog Rider Prince Bandit
Skeleton Army
Prince
Arrows Hog Rider Wizard The Log
The Log
Hog Rider Prince Bandit
Bandit
Arrows Hog Rider Wizard The Log

Defense Synergies 2 15

Arrows
Cannon Prince Bandit
Cannon
The Log Arrows Wizard Skeleton Army Prince Bandit
Hog Rider
Wizard
Cannon Skeleton Army Prince The Log Bandit
Skeleton Army
Cannon Wizard Prince The Log Bandit
Prince
The Log Arrows Cannon Wizard Skeleton Army
The Log
Cannon Prince Wizard Skeleton Army Bandit
Bandit
Arrows Cannon Wizard Skeleton Army The Log

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.

Cannon Wizard The Log
Skeleton Army Cannon Prince The Log Bandit
Cannon Skeleton Army Prince Bandit
Cannon Skeleton Army Prince Bandit
Arrows Skeleton Army Prince The Log
Arrows Skeleton Army The Log Cannon Bandit
Arrows Cannon Wizard
Arrows Cannon The Log Bandit
Cannon Skeleton Army Prince
Skeleton Army Cannon Prince Bandit
Skeleton Army Arrows Cannon Wizard The Log Bandit
Arrows Wizard
Cannon Skeleton Army Prince Wizard The Log Bandit
Wizard Skeleton Army Arrows Cannon Prince The Log
Skeleton Army Cannon Prince Bandit
Skeleton Army Cannon Prince The Log Bandit
Wizard Arrows Cannon Skeleton Army Prince
Arrows Cannon Wizard Skeleton Army Prince The Log Bandit
Arrows Wizard The Log Cannon Bandit
Cannon Prince
Wizard Skeleton Army Arrows Cannon Prince The Log Bandit
Cannon

Counters to secondary win conditions

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

Skeleton Army Prince Bandit
Bandit Arrows Wizard Prince The Log
Skeleton Army Bandit Prince The Log
Skeleton Army Prince The Log Bandit
Cannon Skeleton Army Prince Bandit
Arrows Wizard
Skeleton Army Prince Bandit
Skeleton Army Prince
Skeleton Army Prince The Log Bandit
Cannon Skeleton Army
Prince
Skeleton Army Arrows Prince The Log
Skeleton Army Prince Cannon Wizard Bandit
Wizard Cannon Skeleton Army
Skeleton Army Prince The Log
Arrows Cannon Wizard The Log
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 The Log Bandit
Arrows The Log Bandit
Arrows The Log Bandit
Arrows Prince The Log
Wizard Arrows The Log
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard Bandit
Prince
Arrows Wizard Prince The Log Bandit
Arrows Wizard
The Log Bandit
Arrows Bandit
Arrows Prince The Log
Arrows Wizard The Log Bandit
Arrows Wizard The Log Bandit
Arrows
Arrows Wizard Prince The Log Bandit
Arrows Wizard The Log
Prince The Log
Arrows Wizard
Prince The Log
Arrows The Log
Arrows The Log Wizard
Arrows The Log Wizard Bandit
Arrows Wizard Prince The Log Bandit
Arrows The Log Bandit
Arrows Wizard
Wizard
Arrows Wizard The Log Bandit
Arrows
Prince
Arrows Wizard The Log
Skeleton Army Prince Bandit
Arrows Wizard
Arrows The Log
Wizard Prince
Arrows The Log Wizard
Arrows
Prince
The Log
Prince The Log Bandit
Prince
Wizard

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