My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 Electro Wizard Inferno Dragon

Defensive buildings

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

X-Bow

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 Dark Prince X-Bow Electro Wizard Inferno Dragon Golden Knight

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Earthquake

Punishments

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

Dark Prince X-Bow Golden Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Knight Dark Prince X-Bow

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 Golden Knight

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 Dark Prince Inferno Dragon
Giant Snowball
Archers Inferno Dragon
Zap
Archers Dark Prince X-Bow Inferno Dragon
Barbarian Barrel
Archers Knight Dark Prince X-Bow Electro Wizard
The Log
Archers Dark Prince X-Bow
Earthquake
Archers X-Bow
Arrows
Archers
Royal Delivery
Archers Knight Dark Prince Electro Wizard Inferno Dragon
Fireball
Archers X-Bow Electro Wizard Inferno Dragon
Poison
Archers X-Bow Electro Wizard
Lightning
Knight Dark Prince X-Bow Electro Wizard Inferno Dragon
Rocket
X-Bow Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake 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.

Knight Dark Prince Inferno Dragon

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.

Archers Knight Earthquake Dark Prince Electro Wizard Inferno Dragon Golden Knight X-Bow

Shortest cycle

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

13 Archers Knight Earthquake Dark Prince

Attack Synergies 2 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 Dark Prince X-Bow Inferno Dragon
Knight
Archers X-Bow Earthquake Electro Wizard
Earthquake
Knight Dark Prince
Dark Prince
Archers Earthquake X-Bow Electro Wizard
X-Bow
Knight Archers Dark Prince Golden Knight
Electro Wizard
Knight Dark Prince
Inferno Dragon
Archers
Golden Knight
X-Bow

Defense Synergies 3 9

Archers
Knight Dark Prince X-Bow Electro Wizard Golden Knight
Knight
Archers X-Bow Electro Wizard Earthquake
Earthquake
Knight X-Bow
Dark Prince
Archers Electro Wizard
X-Bow
Knight Archers Earthquake Electro Wizard
Electro Wizard
Knight Archers Dark Prince X-Bow Inferno Dragon
Inferno Dragon
Electro Wizard
Golden Knight
Archers

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.

Earthquake Knight X-Bow Electro Wizard Golden Knight
Inferno Dragon Knight Dark Prince X-Bow Electro Wizard
Archers Knight Dark Prince Electro Wizard Inferno Dragon
Inferno Dragon Knight Dark Prince Electro Wizard
Earthquake Dark Prince X-Bow
Archers Earthquake Dark Prince X-Bow Electro Wizard
Electro Wizard Inferno Dragon Archers X-Bow
Earthquake X-Bow Electro Wizard Golden Knight
Inferno Dragon X-Bow
Knight Archers Dark Prince Electro Wizard
Archers Electro Wizard Knight Earthquake Dark Prince X-Bow
Inferno Dragon Archers Electro Wizard
Knight Earthquake Dark Prince X-Bow Electro Wizard
Earthquake Dark Prince X-Bow Electro Wizard Golden Knight
Inferno Dragon Knight X-Bow Electro Wizard
X-Bow Electro Wizard Inferno Dragon
Knight Dark Prince X-Bow Electro Wizard
Archers Knight Dark Prince X-Bow Electro Wizard Golden Knight
Earthquake Archers Knight Dark Prince Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Dark Prince Archers Knight Earthquake Electro Wizard

Counters to secondary win conditions

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

Knight Archers Dark Prince X-Bow Electro Wizard
Electro Wizard Archers Knight X-Bow Inferno Dragon
Knight Dark Prince Electro Wizard Golden Knight
Dark Prince Knight X-Bow Electro Wizard
Knight Dark Prince Inferno Dragon
Archers Electro Wizard
Dark Prince Archers Knight Electro Wizard
Knight Dark Prince Inferno Dragon
Electro Wizard Knight Dark Prince X-Bow Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Dark Prince Golden Knight
Dark Prince Electro Wizard
Dark Prince Knight Golden Knight
Archers
Electro Wizard Archers Knight Dark Prince X-Bow Inferno Dragon Golden Knight
Archers Earthquake Dark Prince Electro Wizard Inferno Dragon Golden Knight

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.)

Earthquake Knight X-Bow Golden Knight
X-Bow Electro Wizard Golden Knight
Earthquake X-Bow
Earthquake Knight Dark Prince
Earthquake Dark Prince
Archers Earthquake
Earthquake X-Bow
X-Bow Golden Knight
X-Bow Electro Wizard
Knight Earthquake Dark Prince X-Bow Electro Wizard Golden Knight
Archers
Earthquake Knight Golden Knight
Earthquake X-Bow
Earthquake X-Bow
Earthquake X-Bow Golden Knight
Earthquake X-Bow
Earthquake
Archers Earthquake Dark Prince X-Bow Electro Wizard
Earthquake X-Bow Golden Knight
Earthquake X-Bow
X-Bow
Earthquake X-Bow
Earthquake Dark Prince
Inferno Dragon
X-Bow Earthquake Electro Wizard Golden Knight
X-Bow Golden Knight
X-Bow Golden Knight
Archers X-Bow Electro Wizard
Electro Wizard
Earthquake X-Bow
Electro Wizard
Earthquake
Earthquake Electro Wizard Archers Dark Prince X-Bow
Archers Electro Wizard
Knight Dark Prince Electro Wizard
Earthquake
Dark Prince
Electro Wizard Golden Knight
Electro Wizard
Dark Prince X-Bow Electro Wizard Golden Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: