My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Musketeer

Defensive buildings

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

Cannon

Investments

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

Archers Knight Musketeer Dark 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.

Arrows Fireball

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.

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 Dark 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.

Hog Rider Dark Prince

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
Archers Hog Rider Dark Prince
Giant Snowball
Archers Cannon Musketeer Hog Rider
Zap
Archers Cannon Dark Prince
Barbarian Barrel
Archers Knight Cannon Musketeer Dark Prince
The Log
Archers Cannon Musketeer Hog Rider Dark Prince
Earthquake
Archers Cannon Hog Rider
Arrows
Archers
Royal Delivery
Archers Knight Musketeer Hog Rider Dark Prince
Fireball
Archers Cannon Musketeer Hog Rider
Poison
Archers Cannon Musketeer
Lightning
Knight Cannon Musketeer Dark Prince
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Dark Prince

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 Knight Dark Prince

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

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 Musketeer

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Cannon Fireball Musketeer Hog Rider Dark Prince

Shortest cycle

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

12 Archers Arrows Knight Cannon

Attack Synergies 7 9

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.

Archers
Knight Arrows Hog Rider Dark Prince
Arrows
Fireball Hog Rider Archers Knight Dark Prince
Knight
Archers Musketeer Hog Rider Arrows Fireball
Cannon
Fireball
Arrows Hog Rider Knight Dark Prince
Musketeer
Knight Hog Rider Dark Prince
Hog Rider
Arrows Knight Fireball Musketeer Archers Dark Prince
Dark Prince
Archers Arrows Fireball Musketeer Hog Rider

Defense Synergies 4 12

Archers
Knight Cannon Dark Prince
Arrows
Knight Cannon Fireball Dark Prince
Knight
Archers Cannon Musketeer Arrows Fireball
Cannon
Knight Musketeer Archers Arrows Fireball Dark Prince
Fireball
Arrows Knight Cannon Musketeer Dark Prince
Musketeer
Knight Cannon Fireball Dark Prince
Hog Rider
Dark Prince
Archers Arrows Cannon Fireball Musketeer

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 Cannon Fireball Musketeer
Knight Cannon Musketeer Dark Prince
Cannon Archers Knight Musketeer Dark Prince
Cannon Knight Musketeer Dark Prince
Arrows Fireball Dark Prince
Arrows Fireball Archers Cannon Musketeer Dark Prince
Musketeer Archers Arrows Cannon Fireball
Arrows Cannon Fireball Musketeer
Cannon Musketeer
Knight Archers Cannon Musketeer Dark Prince
Archers Arrows Knight Cannon Fireball Musketeer Dark Prince
Arrows Musketeer Archers Fireball
Cannon Knight Fireball Musketeer Dark Prince
Fireball Arrows Cannon Dark Prince
Knight Cannon
Cannon Fireball
Arrows Knight Cannon Fireball Musketeer Dark Prince
Arrows Cannon Fireball Archers Knight Musketeer Dark Prince
Arrows Archers Knight Cannon Fireball Musketeer Dark Prince
Cannon Musketeer
Dark Prince Archers Arrows Knight Cannon Fireball Musketeer
Cannon

Counters to secondary win conditions

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

Knight Archers Fireball Dark Prince
Fireball Archers Arrows Knight Musketeer
Knight Musketeer Dark Prince
Dark Prince Knight Fireball Musketeer
Knight Cannon Musketeer Dark Prince
Arrows Fireball Archers Musketeer
Dark Prince Archers Knight Fireball Musketeer
Knight Dark Prince
Knight Fireball Dark Prince
Cannon Musketeer
Knight Musketeer Dark Prince
Arrows Fireball Dark Prince
Dark Prince Knight Cannon Fireball
Archers Cannon Fireball Musketeer
Archers Knight Fireball Musketeer Dark Prince
Arrows Archers Cannon Fireball Musketeer Dark Prince
Arrows Cannon 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 Arrows Knight Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Knight Fireball Musketeer Dark Prince
Fireball Arrows Dark Prince
Arrows Fireball Musketeer
Archers Arrows Musketeer
Arrows Fireball
Arrows Fireball
Fireball Musketeer
Arrows Knight Fireball Musketeer Dark Prince
Fireball Archers Arrows Musketeer
Knight Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Archers Arrows Fireball Musketeer Dark Prince
Arrows Fireball
Fireball Musketeer
Arrows Fireball
Musketeer
Arrows Fireball Musketeer
Arrows Fireball Dark Prince
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Arrows Musketeer
Archers Arrows Fireball Musketeer
Fireball Musketeer
Fireball
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball
Archers Fireball Musketeer Dark Prince
Fireball Archers Arrows Musketeer
Arrows Fireball
Fireball Knight Musketeer Dark Prince
Arrows Fireball Musketeer
Arrows Fireball
Musketeer Dark Prince
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Dark Prince
Fireball

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