My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Baby Dragon Electro Wizard

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.

Baby Dragon Dark Prince Cannon Cart Electro Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Freeze

Punishments

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

Dark Prince Cannon Cart Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Baby Dragon Dark Prince Cannon Cart

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 Wizard Graveyard

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
Guards Dark Prince Cannon Cart Graveyard
Giant Snowball
Guards Baby Dragon Graveyard
Zap
Guards Dark Prince Cannon Cart Graveyard
Barbarian Barrel
Guards Dark Prince Cannon Cart Electro Wizard Graveyard
The Log
Guards Dark Prince Cannon Cart Graveyard
Earthquake
Guards Graveyard
Arrows
Guards Graveyard
Royal Delivery
Guards Baby Dragon Dark Prince Cannon Cart Electro Wizard Graveyard
Fireball
Baby Dragon Cannon Cart Electro Wizard
Poison
Guards Electro Wizard Graveyard
Lightning
Baby Dragon Dark Prince Cannon Cart Electro Wizard
Rocket
Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Dark Prince Freeze

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.

Guards Baby Dragon Dark Prince Freeze

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.

Graveyard

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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Guards Baby Dragon Dark Prince Freeze Electro Wizard Cannon Cart Graveyard

Shortest cycle

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

13 Zap Guards Baby Dragon Dark Prince

Attack Synergies 6 12

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
Cannon Cart Electro Wizard Graveyard Guards Baby Dragon Dark Prince Freeze
Guards
Zap Graveyard
Baby Dragon
Graveyard Zap Dark Prince Cannon Cart Electro Wizard
Dark Prince
Zap Baby Dragon Electro Wizard Graveyard
Freeze
Graveyard Zap
Cannon Cart
Zap Baby Dragon Electro Wizard Graveyard
Electro Wizard
Zap Graveyard Baby Dragon Dark Prince Cannon Cart
Graveyard
Zap Baby Dragon Freeze Electro Wizard Guards Dark Prince Cannon Cart

Defense Synergies 1 13

Zap
Electro Wizard Guards Baby Dragon Dark Prince Cannon Cart
Guards
Zap Baby Dragon Cannon Cart Electro Wizard
Baby Dragon
Zap Guards Dark Prince Cannon Cart
Dark Prince
Zap Baby Dragon Cannon Cart Electro Wizard
Freeze
Electro Wizard
Cannon Cart
Zap Guards Baby Dragon Dark Prince Electro Wizard
Electro Wizard
Zap Guards Dark Prince Freeze Cannon Cart
Graveyard

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 Cart Zap Baby Dragon Electro Wizard
Zap Dark Prince Cannon Cart Electro Wizard
Dark Prince Freeze Cannon Cart Electro Wizard
Guards Dark Prince Cannon Cart Electro Wizard
Dark Prince
Freeze Zap Guards Baby Dragon Dark Prince Cannon Cart Electro Wizard
Electro Wizard Zap Baby Dragon Freeze
Zap Baby Dragon Cannon Cart Electro Wizard
Guards Dark Prince Cannon Cart Electro Wizard
Guards Electro Wizard Zap Baby Dragon Dark Prince Freeze Cannon Cart
Zap Baby Dragon Electro Wizard
Zap Guards Dark Prince Freeze Cannon Cart Electro Wizard
Zap Guards Baby Dragon Dark Prince Freeze Cannon Cart Electro Wizard
Cannon Cart Electro Wizard
Zap Freeze Electro Wizard
Dark Prince Cannon Cart Electro Wizard
Zap Guards Baby Dragon Dark Prince Cannon Cart Electro Wizard
Zap Baby Dragon Freeze Guards Dark Prince Cannon Cart Electro Wizard
Cannon Cart Electro Wizard
Dark Prince Guards Baby Dragon Cannon Cart Electro Wizard

Counters to secondary win conditions

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

Guards Zap Dark Prince Cannon Cart Electro Wizard
Electro Wizard Zap Baby Dragon Cannon Cart
Guards Zap Dark Prince Cannon Cart Electro Wizard
Guards Dark Prince Zap Cannon Cart Electro Wizard
Guards Dark Prince Cannon Cart
Zap Baby Dragon Freeze Electro Wizard
Guards Dark Prince Cannon Cart Electro Wizard
Dark Prince Cannon Cart
Zap Freeze Electro Wizard Baby Dragon Dark Prince Cannon Cart
Guards
Guards Dark Prince Cannon Cart
Zap Guards Dark Prince Electro Wizard
Dark Prince Cannon Cart Guards
Baby Dragon Cannon Cart
Guards Electro Wizard Zap Baby Dragon Dark Prince Freeze Cannon Cart
Zap Baby Dragon Dark Prince Freeze Cannon Cart Electro Wizard
Zap Electro Wizard

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.)

Guards Baby Dragon Freeze
Zap Baby Dragon Electro Wizard
Baby Dragon Cannon Cart
Cannon Cart Guards Dark Prince Freeze
Zap Baby Dragon Dark Prince
Zap Baby Dragon Freeze
Baby Dragon
Zap Baby Dragon Freeze
Zap
Guards Electro Wizard
Zap Dark Prince Cannon Cart Electro Wizard
Zap Baby Dragon
Baby Dragon Cannon Cart
Baby Dragon Freeze Cannon Cart
Zap Baby Dragon Cannon Cart
Zap Baby Dragon Cannon Cart
Baby Dragon Cannon Cart
Freeze
Zap Baby Dragon Dark Prince Electro Wizard
Zap Baby Dragon
Baby Dragon
Zap Baby Dragon Cannon Cart
Zap Freeze Baby Dragon Dark Prince
Zap Baby Dragon Electro Wizard
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Electro Wizard Guards Freeze
Zap
Zap Freeze Electro Wizard
Zap Electro Wizard Guards Dark Prince Freeze Cannon Cart
Zap Baby Dragon Electro Wizard
Freeze
Baby Dragon Dark Prince Cannon Cart Electro Wizard
Zap Baby Dragon
Zap
Dark Prince Cannon Cart
Zap Guards Baby Dragon Freeze Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Dark Prince Freeze Cannon Cart Electro Wizard
Cannon Cart

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