My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Hunter Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Hunter Prince Bowler Electro Wizard Monk

Offensive cards

Win conditions

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

Mortar

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.

Goblin Gang Mortar 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.

Goblin Gang Mortar Prince

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 Wizard Monk

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
Goblin Gang Prince
Giant Snowball
Goblin Gang
Zap
Goblin Gang Mortar Prince
Barbarian Barrel
Goblin Gang Mortar Hunter Electro Wizard
The Log
Goblin Gang Hunter Prince
Earthquake
Goblin Gang Mortar
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Hunter Prince Bowler Electro Wizard
Fireball
Goblin Gang Mortar Hunter Bowler Electro Wizard
Poison
Goblin Gang Mortar Hunter Electro Wizard
Lightning
Mortar Hunter Prince Bowler Electro Wizard Monk
Rocket
Mortar Hunter Prince Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Hunter Bowler

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.

Arrows Prince Bowler

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 Gang 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.

Arrows Goblin Gang Mortar Hunter Electro Wizard Prince Bowler Monk

Shortest cycle

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

14 Arrows Goblin Gang Mortar Hunter

Attack Synergies 0 13

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
Mortar Prince Bowler
Goblin Gang
Mortar Prince Bowler Monk
Mortar
Arrows Goblin Gang Hunter
Hunter
Mortar Prince Bowler
Prince
Arrows Goblin Gang Hunter Bowler Electro Wizard
Bowler
Arrows Goblin Gang Hunter Prince Electro Wizard
Electro Wizard
Prince Bowler
Monk
Goblin Gang

Defense Synergies 0 14

Arrows
Mortar Prince Bowler Monk
Goblin Gang
Mortar Prince Electro Wizard
Mortar
Arrows Goblin Gang Electro Wizard
Hunter
Prince Bowler Electro Wizard
Prince
Arrows Goblin Gang Hunter Bowler Electro Wizard
Bowler
Arrows Hunter Prince Electro Wizard
Electro Wizard
Goblin Gang Mortar Hunter Prince Bowler
Monk
Arrows

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.

Bowler Mortar Electro Wizard
Hunter Goblin Gang Mortar Prince Electro Wizard Monk
Goblin Gang Mortar Hunter Prince Bowler Electro Wizard
Hunter Prince Goblin Gang Mortar Bowler Electro Wizard Monk
Arrows Prince Bowler Monk
Arrows Goblin Gang Bowler Hunter Electro Wizard
Hunter Electro Wizard Arrows Goblin Gang Mortar
Bowler Arrows Electro Wizard Monk
Hunter Goblin Gang Mortar Prince
Goblin Gang Hunter Prince Bowler Electro Wizard
Goblin Gang Electro Wizard Arrows Hunter Bowler
Arrows Hunter Goblin Gang Electro Wizard
Mortar Hunter Prince Bowler Goblin Gang Electro Wizard
Bowler Arrows Goblin Gang Mortar Hunter Prince Electro Wizard
Goblin Gang Mortar Hunter Prince Electro Wizard
Monk Goblin Gang Mortar Hunter Prince Bowler Electro Wizard
Arrows Goblin Gang Mortar Hunter Prince Bowler Electro Wizard
Arrows Mortar Goblin Gang Hunter Prince Bowler Electro Wizard
Arrows Mortar Hunter Bowler Electro Wizard
Mortar Hunter Prince Electro Wizard
Goblin Gang Bowler Arrows Hunter Prince Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Prince Bowler Electro Wizard
Electro Wizard Arrows Goblin Gang Mortar Hunter Prince Bowler Monk
Goblin Gang Hunter Prince Bowler Electro Wizard
Goblin Gang Hunter Prince Bowler Electro Wizard Monk
Goblin Gang Hunter Prince Bowler
Arrows Goblin Gang Hunter Electro Wizard Monk
Goblin Gang Prince Hunter Bowler Electro Wizard
Hunter Prince
Electro Wizard Mortar Prince Monk
Goblin Gang
Hunter Prince Bowler
Monk Arrows Prince Bowler Electro Wizard
Prince Bowler Goblin Gang Hunter
Bowler
Goblin Gang Electro Wizard Mortar Hunter Prince Bowler Monk
Arrows Bowler Hunter Electro Wizard
Arrows Mortar 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.)

Arrows Mortar Monk
Arrows Mortar Monk Bowler Electro Wizard
Arrows
Arrows Prince
Arrows Mortar Bowler
Arrows Hunter Monk
Arrows Mortar Bowler
Arrows Hunter Bowler
Arrows Monk Mortar
Goblin Gang Prince Bowler Electro Wizard
Monk Arrows Mortar Prince Bowler Electro Wizard
Monk Arrows
Mortar Hunter Bowler
Arrows Mortar Monk
Arrows Mortar Prince
Arrows Mortar Hunter Bowler
Arrows Mortar Bowler
Monk Arrows Mortar
Arrows Mortar Hunter Prince Bowler Electro Wizard Monk
Arrows Mortar Bowler Monk
Prince Bowler Monk
Arrows
Prince Bowler Monk
Arrows Mortar Monk
Arrows Mortar Hunter Bowler
Arrows Mortar Hunter Bowler Electro Wizard Monk
Arrows Mortar Prince Bowler Monk
Arrows Mortar
Arrows Hunter Electro Wizard
Electro Wizard
Bowler
Arrows Mortar Hunter
Arrows Electro Wizard Monk
Prince
Arrows Bowler Monk
Electro Wizard Goblin Gang Prince
Arrows Hunter Electro Wizard Monk
Arrows
Goblin Gang Hunter Prince Bowler Electro Wizard
Arrows Mortar Bowler
Monk Arrows
Prince
Goblin Gang Bowler Electro Wizard
Electro Wizard
Mortar Prince Bowler Electro Wizard Monk
Prince
Mortar Bowler Monk

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