My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

Spear Goblins

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.

Spear Goblins Dark Prince Mighty Miner

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

Punishments

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

Hog Rider Dark 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.

Electro Spirit Spear Goblins Heal Spirit Hog Rider Dark Prince Mighty Miner

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.

Electro Spirit Hog Rider Dark Prince Mighty Miner

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
Spear Goblins Hog Rider Guards Dark Prince Mighty Miner
Giant Snowball
Spear Goblins Hog Rider Guards Mighty Miner
Zap
Spear Goblins Guards Dark Prince Mighty Miner
Barbarian Barrel
Electro Spirit Spear Goblins Heal Spirit Guards Dark Prince
The Log
Electro Spirit Spear Goblins Heal Spirit Hog Rider Guards Dark Prince
Earthquake
Spear Goblins Hog Rider Guards
Arrows
Electro Spirit Spear Goblins Heal Spirit Guards
Royal Delivery
Electro Spirit Spear Goblins Heal Spirit Hog Rider Guards Dark Prince
Fireball
Hog Rider Mighty Miner
Poison
Spear Goblins Guards
Lightning
Dark Prince Mighty Miner
Rocket
Hog Rider Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Dark Prince

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.

Electro Spirit Spear Goblins Arrows Heal Spirit Guards Dark Prince Mighty Miner

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.

Heal Spirit

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.

Electro Spirit Heal Spirit Spear Goblins Arrows Guards Hog Rider Dark Prince Mighty Miner

Shortest cycle

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

7 Electro Spirit Heal Spirit Spear Goblins Arrows

Attack Synergies 2 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.

Electro Spirit
Hog Rider
Spear Goblins
Hog Rider Heal Spirit Dark Prince
Arrows
Hog Rider Dark Prince Mighty Miner
Heal Spirit
Spear Goblins Hog Rider Guards Dark Prince
Hog Rider
Spear Goblins Arrows Electro Spirit Heal Spirit Guards Dark Prince
Guards
Heal Spirit Hog Rider
Dark Prince
Spear Goblins Arrows Heal Spirit Hog Rider
Mighty Miner
Arrows

Defense Synergies 0 5

Electro Spirit
Dark Prince
Spear Goblins
Arrows Guards Dark Prince
Arrows
Spear Goblins Dark Prince
Heal Spirit
Hog Rider
Guards
Spear Goblins
Dark Prince
Electro Spirit Spear Goblins Arrows
Mighty Miner

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.

Spear Goblins
Dark Prince
Dark Prince
Guards Dark Prince
Arrows Dark Prince
Arrows Electro Spirit Spear Goblins Guards Dark Prince
Electro Spirit Spear Goblins Arrows
Electro Spirit Arrows
Mighty Miner
Guards Spear Goblins Dark Prince
Guards Electro Spirit Spear Goblins Arrows Dark Prince
Arrows Spear Goblins
Guards Dark Prince
Electro Spirit Arrows Guards Dark Prince
Arrows Dark Prince
Arrows Electro Spirit Spear Goblins Guards Dark Prince
Arrows Electro Spirit Spear Goblins Guards Dark Prince
Dark Prince Electro Spirit Spear Goblins Arrows Guards
Mighty Miner

Counters to secondary win conditions

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

Guards Spear Goblins Dark Prince
Arrows
Guards Spear Goblins Dark Prince
Guards Dark Prince
Guards Dark Prince Mighty Miner
Arrows Electro Spirit
Guards Dark Prince Spear Goblins
Mighty Miner Dark Prince
Electro Spirit Spear Goblins Dark Prince
Guards
Guards Dark Prince
Arrows Guards Dark Prince
Dark Prince Guards
Guards Electro Spirit Spear Goblins Dark Prince Mighty Miner
Arrows Electro Spirit Dark Prince Mighty Miner
Electro Spirit 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.)

Arrows Guards
Arrows
Arrows
Arrows Guards Dark Prince
Arrows Dark Prince
Arrows Electro Spirit Spear Goblins
Arrows
Arrows
Arrows
Guards
Arrows Dark Prince
Arrows
Arrows
Arrows
Spear Goblins Arrows
Arrows
Arrows
Arrows Dark Prince
Arrows
Arrows
Arrows
Arrows Electro Spirit Dark Prince
Arrows
Arrows
Arrows
Arrows
Electro Spirit Guards
Arrows
Electro Spirit Arrows
Mighty Miner
Arrows
Electro Spirit Spear Goblins Guards Dark Prince
Arrows
Arrows
Dark Prince
Arrows
Arrows
Dark Prince
Electro Spirit Guards
Dark Prince

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