My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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.

Archers Firecracker Little Prince

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.

Archers Firecracker Dark Prince Rune Giant Electro Giant Little Prince

Offensive cards

Win conditions

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

Rune Giant Electro Giant

Damage spells

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

Rage

Punishments

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

Dark Prince Electro Giant

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.

Dark Prince Rune Giant Electro Giant

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.

Firecracker 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 Guards Dark Prince
Giant Snowball
Archers Guards Little Prince
Zap
Archers Firecracker Guards Dark Prince Little Prince
Barbarian Barrel
Archers Firecracker Guards Dark Prince Little Prince
The Log
Archers Firecracker Guards Dark Prince Little Prince
Earthquake
Archers Firecracker Guards
Arrows
Archers Firecracker Guards Little Prince
Royal Delivery
Archers Firecracker Guards Dark Prince Little Prince
Fireball
Archers Firecracker Little Prince
Poison
Archers Firecracker Guards Little Prince
Lightning
Dark Prince Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Dark Prince Electro Giant

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.

Rage Guards Dark Prince Rune Giant Electro Giant

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.

Rage Archers Firecracker Guards Little Prince Dark Prince Rune Giant Electro Giant

Shortest cycle

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

11 Rage Archers Firecracker Guards

Attack Synergies 1 7

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
Dark Prince Rune Giant
Firecracker
Dark Prince Rune Giant
Rage
Dark Prince
Guards
Dark Prince
Electro Giant Archers Firecracker Rage Little Prince
Rune Giant
Archers Firecracker Little Prince
Electro Giant
Dark Prince
Little Prince
Dark Prince Rune Giant

Defense Synergies 0 6

Archers
Firecracker Guards Dark Prince
Firecracker
Archers Guards Dark Prince
Rage
Guards
Archers Firecracker
Dark Prince
Archers Firecracker Little Prince
Rune Giant
Electro Giant
Little Prince
Dark Prince

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.

Firecracker
Firecracker Dark Prince
Archers Dark Prince
Firecracker Guards Dark Prince
Firecracker Dark Prince
Archers Firecracker Guards Dark Prince
Archers Firecracker Little Prince
Electro Giant
Guards Archers Firecracker Dark Prince Little Prince
Archers Guards Firecracker Dark Prince Electro Giant
Archers Firecracker
Guards Dark Prince
Firecracker Guards Dark Prince
Electro Giant
Firecracker Dark Prince
Archers Firecracker Guards Dark Prince Little Prince
Archers Firecracker Guards Dark Prince Little Prince
Dark Prince Archers Firecracker Guards Electro Giant Little Prince

Counters to secondary win conditions

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

Guards Archers Dark Prince Electro Giant
Archers Firecracker
Guards Dark Prince
Guards Dark Prince
Guards Dark Prince
Firecracker Electro Giant Archers
Guards Dark Prince Archers
Dark Prince
Firecracker Dark Prince
Guards
Guards Dark Prince
Guards Dark Prince Electro Giant
Dark Prince Guards
Archers Firecracker Electro Giant
Guards Electro Giant Archers Firecracker Dark Prince Little Prince
Archers Firecracker Dark Prince Electro Giant

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.)

Firecracker Guards
Firecracker
Firecracker Guards Dark Prince
Firecracker Dark Prince
Firecracker Electro Giant
Archers Firecracker
Firecracker
Firecracker
Guards
Firecracker Dark Prince
Archers Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Archers Firecracker Dark Prince
Firecracker Electro Giant Little Prince
Firecracker Electro Giant Dark Prince Little Prince
Firecracker
Firecracker
Archers Firecracker Electro Giant Little Prince
Firecracker Guards Electro Giant
Firecracker
Firecracker
Archers Guards Dark Prince
Archers Firecracker
Firecracker Dark Prince
Firecracker
Electro Giant
Firecracker Dark Prince
Electro Giant Firecracker Guards
Firecracker
Firecracker Dark Prince Electro Giant Little Prince
Firecracker

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