My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Tesla Wizard Little Prince

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Tesla Wizard Little Prince

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.

Fireball

Punishments

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

Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Hog Rider

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

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 Guards Skeleton Army
Giant Snowball
Hog Rider Guards Skeleton Army Little Prince
Zap
Guards Skeleton Army Little Prince
Barbarian Barrel
Knight Tesla Wizard Guards Skeleton Army Little Prince
The Log
Hog Rider Guards Skeleton Army Little Prince
Earthquake
Tesla Hog Rider Guards Skeleton Army
Arrows
Guards Skeleton Army Little Prince
Royal Delivery
Knight Hog Rider Wizard Guards Skeleton Army Little Prince
Fireball
Tesla Hog Rider Wizard Skeleton Army Little Prince
Poison
Wizard Guards Skeleton Army Little Prince
Lightning
Knight Tesla Wizard Little Prince
Rocket
Hog Rider Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Knight Guards Skeleton Army

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.

Fireball 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.

Fireball 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.

Knight Guards Skeleton Army Little Prince Tesla Fireball Hog Rider Wizard

Shortest cycle

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

12 Knight Guards Skeleton Army Little Prince

Attack Synergies 2 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.

Knight
Hog Rider Fireball Wizard Little Prince
Tesla
Fireball
Hog Rider Knight Little Prince
Hog Rider
Knight Fireball Wizard Guards Little Prince
Wizard
Knight Hog Rider
Guards
Hog Rider
Skeleton Army
Little Prince
Knight Fireball Hog Rider

Defense Synergies 2 12

Knight
Tesla Little Prince Fireball Wizard Skeleton Army
Tesla
Knight Fireball Wizard Guards Skeleton Army Little Prince
Fireball
Knight Tesla Little Prince
Hog Rider
Wizard
Knight Tesla Guards Skeleton Army
Guards
Tesla Wizard Skeleton Army
Skeleton Army
Knight Tesla Wizard Guards
Little Prince
Knight Tesla Fireball

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 Tesla Fireball Wizard
Skeleton Army Knight Tesla
Tesla Skeleton Army Knight
Tesla Skeleton Army Knight Guards
Fireball Skeleton Army
Fireball Skeleton Army Tesla Guards
Tesla Fireball Wizard Little Prince
Tesla Fireball
Tesla Skeleton Army
Knight Guards Skeleton Army Tesla Little Prince
Guards Skeleton Army Knight Tesla Fireball Wizard
Tesla Fireball Wizard
Tesla Skeleton Army Knight Fireball Wizard Guards
Fireball Wizard Skeleton Army Tesla Guards
Skeleton Army Knight Tesla
Skeleton Army Tesla Fireball
Tesla Wizard Knight Fireball Skeleton Army
Tesla Fireball Knight Wizard Guards Skeleton Army Little Prince
Wizard Knight Tesla Fireball Guards Little Prince
Tesla
Wizard Skeleton Army Knight Tesla Fireball Guards Little Prince

Counters to secondary win conditions

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

Knight Guards Skeleton Army Tesla Fireball
Fireball Knight Tesla Wizard
Guards Skeleton Army Knight
Guards Skeleton Army Knight Tesla Fireball
Knight Tesla Guards Skeleton Army
Fireball Wizard Tesla
Guards Skeleton Army Knight Tesla Fireball
Knight Tesla Skeleton Army
Knight Fireball Skeleton Army
Tesla Guards Skeleton Army
Knight Tesla Guards
Skeleton Army Fireball Guards
Skeleton Army Knight Tesla Fireball Wizard Guards
Wizard Tesla Fireball Skeleton Army
Tesla Guards Skeleton Army Knight Fireball Little Prince
Tesla Fireball Wizard
Fireball

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.)

Fireball Knight Guards
Fireball
Fireball
Knight Fireball Guards
Fireball Wizard
Fireball Wizard
Wizard
Fireball Wizard
Fireball Wizard
Fireball Guards
Knight Fireball Wizard
Fireball Wizard
Knight Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard Little Prince
Fireball
Fireball Wizard
Fireball
Fireball Wizard Little Prince
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard Little Prince
Fireball Wizard Guards
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Fireball Guards Skeleton Army
Fireball Wizard
Fireball
Fireball Knight Wizard
Fireball Wizard
Fireball
Fireball Guards
Fireball
Fireball Little Prince
Fireball Wizard

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