My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Zappies Electro Dragon

Defensive buildings

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

Barbarian Hut

Investments

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

Zappies Barbarian Hut Prince Electro Dragon

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Freeze

Punishments

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

Royal Hogs 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.

Royal Hogs 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.

Royal Hogs Electro Dragon

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
Royal Hogs Guards Prince
Giant Snowball
Zappies Royal Hogs Guards Electro Dragon
Zap
Zappies Royal Hogs Guards Prince
Barbarian Barrel
Zappies Royal Hogs Barbarian Hut Guards
The Log
Zappies Royal Hogs Barbarian Hut Guards Prince
Earthquake
Zappies Royal Hogs Barbarian Hut Guards
Arrows
Zappies Royal Hogs Guards
Royal Delivery
Zappies Royal Hogs Guards Prince Electro Dragon
Fireball
Zappies Royal Hogs Barbarian Hut Electro Dragon
Poison
Zappies Royal Hogs Barbarian Hut Guards Electro Dragon
Lightning
Barbarian Hut Prince Electro Dragon
Rocket
Royal Hogs Barbarian Hut Prince Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze Electro Dragon

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 Guards Freeze Prince

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Zappies Freeze Royal Hogs Prince Electro Dragon Barbarian Hut

Shortest cycle

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

14 Arrows Guards Zappies Freeze

Attack Synergies 1 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.

Arrows
Royal Hogs Barbarian Hut Freeze Prince
Zappies
Royal Hogs Prince Electro Dragon
Royal Hogs
Arrows Zappies Barbarian Hut Guards
Barbarian Hut
Arrows Royal Hogs Electro Dragon
Guards
Royal Hogs
Freeze
Arrows
Prince
Arrows Zappies
Electro Dragon
Zappies Barbarian Hut

Defense Synergies 0 7

Arrows
Barbarian Hut Prince
Zappies
Guards Prince
Royal Hogs
Barbarian Hut
Arrows Electro Dragon
Guards
Zappies Prince Electro Dragon
Freeze
Prince
Arrows Zappies Guards
Electro Dragon
Barbarian Hut Guards

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.

Barbarian Hut Zappies Electro Dragon
Barbarian Hut Zappies Prince Electro Dragon
Barbarian Hut Prince Zappies Freeze Electro Dragon
Barbarian Hut Prince Zappies Guards Electro Dragon
Arrows Prince
Arrows Freeze Zappies Guards Electro Dragon
Arrows Zappies Barbarian Hut Freeze Electro Dragon
Barbarian Hut Arrows Electro Dragon
Zappies Barbarian Hut Prince
Guards Zappies Prince
Guards Arrows Zappies Freeze Electro Dragon
Arrows Zappies Barbarian Hut Electro Dragon
Barbarian Hut Prince Zappies Guards Freeze Electro Dragon
Barbarian Hut Arrows Zappies Guards Freeze Prince Electro Dragon
Barbarian Hut Zappies Prince
Barbarian Hut Zappies Freeze Prince
Barbarian Hut Arrows Zappies Prince Electro Dragon
Arrows Zappies Barbarian Hut Guards Prince Electro Dragon
Arrows Freeze Zappies Barbarian Hut Guards Electro Dragon
Barbarian Hut Zappies Prince
Arrows Zappies Guards Prince Electro Dragon
Zappies Guards

Counters to secondary win conditions

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

Barbarian Hut Guards Zappies Prince
Arrows Prince Electro Dragon
Zappies Guards Barbarian Hut Prince Electro Dragon
Guards Prince Zappies Barbarian Hut
Barbarian Hut Zappies Guards Prince
Arrows Zappies Freeze Electro Dragon
Guards Prince Zappies Barbarian Hut
Zappies Barbarian Hut Prince
Freeze Electro Dragon Zappies Barbarian Hut Prince
Zappies Barbarian Hut Guards
Zappies Guards Prince Electro Dragon
Arrows Guards Prince
Prince Zappies Barbarian Hut Guards
Zappies Barbarian Hut Electro Dragon
Zappies Guards Electro Dragon Barbarian Hut Freeze Prince
Arrows Zappies Barbarian Hut Freeze Electro Dragon
Arrows Barbarian Hut

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 Barbarian Hut Guards Freeze Electro Dragon
Arrows Electro Dragon
Arrows Barbarian Hut Electro Dragon
Arrows Barbarian Hut Guards Freeze Prince
Arrows
Arrows Freeze Electro Dragon
Arrows
Arrows Barbarian Hut Freeze Electro Dragon
Arrows Electro Dragon
Guards Prince Electro Dragon
Arrows Prince Electro Dragon
Arrows Electro Dragon
Barbarian Hut
Arrows Freeze Electro Dragon
Arrows Barbarian Hut Prince
Arrows Barbarian Hut Electro Dragon
Arrows Barbarian Hut Electro Dragon
Arrows Freeze
Arrows Prince Electro Dragon
Arrows Electro Dragon
Prince
Arrows
Prince
Arrows Barbarian Hut Electro Dragon
Arrows Freeze Electro Dragon
Arrows Electro Dragon
Arrows Prince Electro Dragon
Arrows
Arrows Electro Dragon
Electro Dragon Zappies Guards Freeze
Arrows Electro Dragon
Arrows Zappies Freeze Electro Dragon
Prince
Arrows
Zappies Barbarian Hut Guards Freeze Prince Electro Dragon
Arrows Zappies Electro Dragon
Freeze
Arrows
Prince Electro Dragon
Arrows Electro Dragon
Arrows
Prince Electro Dragon
Electro Dragon Zappies Guards Freeze
Zappies Electro Dragon
Electro Dragon Freeze Prince
Prince
Electro Dragon

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