My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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.

Magic Archer

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.

Skeletons Prince Magic Archer Mega Knight Skeleton King

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap The Log

Punishments

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

Goblin Barrel Prince Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Prince Magic Archer Mega Knight Skeleton King

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.

Goblin Barrel Magic Archer

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
Skeletons Goblin Barrel Prince Skeleton King
Giant Snowball
Skeletons Goblin Barrel Skeleton King
Zap
Skeletons Goblin Barrel Prince Skeleton King
Barbarian Barrel
Skeletons Goblin Barrel Magic Archer Skeleton King
The Log
Skeletons Goblin Barrel Prince Skeleton King
Earthquake
Skeletons Goblin Barrel Skeleton King
Arrows
Skeletons Goblin Barrel Skeleton King
Royal Delivery
Skeletons Goblin Barrel Prince Magic Archer Skeleton King
Fireball
Goblin Barrel Magic Archer Skeleton King
Poison
Magic Archer Skeleton King
Lightning
Prince Magic Archer Skeleton King
Rocket
Prince Magic Archer Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Magic Archer Mega Knight Skeleton King

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.

Prince Mega Knight

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.

Goblin Barrel

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.

Goblin Barrel

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.

Skeletons Zap The Log Goblin Barrel Magic Archer Skeleton King Prince Mega Knight

Shortest cycle

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

8 Skeletons Zap The Log Goblin Barrel

Attack Synergies 3 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.

Skeletons
Zap
Prince The Log Magic Archer Mega Knight
Goblin Barrel
Prince Mega Knight Skeleton King
Prince
Zap Goblin Barrel Mega Knight The Log Magic Archer
The Log
Zap Prince Magic Archer Mega Knight
Magic Archer
Zap Prince The Log Mega Knight
Mega Knight
Prince Zap Goblin Barrel The Log Magic Archer
Skeleton King
Goblin Barrel

Defense Synergies 2 11

Skeletons
Zap Prince The Log Magic Archer
Zap
Mega Knight Skeletons Prince The Log Magic Archer
Goblin Barrel
Prince
The Log Skeletons Zap Magic Archer
The Log
Prince Skeletons Zap Magic Archer Mega Knight
Magic Archer
Skeletons Zap Prince The Log Mega Knight
Mega Knight
Zap The Log Magic Archer
Skeleton King

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 The Log Magic Archer
Skeletons Zap Prince The Log Mega Knight
Prince Mega Knight Skeletons
Prince Skeletons Mega Knight Skeleton King
Prince The Log Mega Knight
The Log Skeletons Zap Magic Archer Mega Knight
Zap Magic Archer
Zap The Log Magic Archer Mega Knight
Skeletons Prince Skeleton King
Skeletons Prince Mega Knight
Skeletons Zap The Log Magic Archer Mega Knight Skeleton King
Zap Magic Archer
Prince Mega Knight Skeletons Zap The Log
Mega Knight Zap Prince The Log Magic Archer Skeleton King
Prince Mega Knight Skeleton King
Zap Prince The Log Mega Knight
Mega Knight Skeletons Prince
Mega Knight Zap Prince The Log Magic Archer
Zap The Log Magic Archer Mega Knight
Prince
Mega Knight Prince The Log

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Prince
Zap Prince The Log Magic Archer Mega Knight
Mega Knight Skeletons Zap Prince The Log
Prince Mega Knight Zap The Log
Skeletons Prince Mega Knight
Skeletons Zap Magic Archer
Prince Skeletons
Mega Knight Prince
Zap Mega Knight Skeletons Prince The Log Magic Archer
Skeletons
Mega Knight Prince
Mega Knight Zap Prince The Log
Prince Mega Knight Skeletons Skeleton King
Magic Archer Mega Knight
Skeletons Zap Prince The Log Magic Archer Skeleton King
Mega Knight Zap The Log Magic Archer Skeleton King
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.)

Magic Archer The Log
Zap The Log Magic Archer
The Log Magic Archer
Prince The Log
Zap The Log Magic Archer Mega Knight
Zap Magic Archer
The Log Magic Archer
The Log Zap Magic Archer
The Log Zap
Prince
Zap Prince The Log Magic Archer
Zap Magic Archer
The Log Magic Archer
Magic Archer
Zap Prince The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log Mega Knight
Zap Prince The Log Magic Archer Mega Knight
Zap The Log Magic Archer Mega Knight
Prince The Log Magic Archer Mega Knight
Prince The Log
Zap The Log
Zap The Log Magic Archer Mega Knight
The Log Zap Magic Archer
Zap Prince The Log Magic Archer Mega Knight
Zap The Log Magic Archer
Zap Magic Archer
Zap
Zap The Log Magic Archer Mega Knight
Zap Magic Archer
Prince Mega Knight
The Log Magic Archer
Zap Prince Magic Archer
Zap Magic Archer
The Log
Prince Magic Archer Mega Knight
The Log Zap Magic Archer Skeleton King
Zap
Prince Mega Knight
Zap The Log Magic Archer Skeleton King
Zap Magic Archer
Zap Prince The Log Magic Archer Mega Knight
Prince
Mega Knight

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