My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Battle Ram Dark Prince Prince

Offensive cards

Win conditions

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

Battle Ram Hog Rider Royal Hogs

Damage spells

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

Arrows Rocket

Punishments

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

Battle Ram Hog Rider Royal Hogs Dark Prince Prince

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Battle Ram Hog Rider Royal Hogs Dark Prince 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 Royal Hogs 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
Battle Ram Hog Rider Royal Hogs Dark Prince Prince
Giant Snowball
Barbarians Battle Ram Hog Rider Royal Hogs
Zap
Battle Ram Royal Hogs Dark Prince Prince
Barbarian Barrel
Barbarians Battle Ram Royal Hogs Dark Prince
The Log
Barbarians Battle Ram Hog Rider Royal Hogs Dark Prince Prince
Earthquake
Barbarians Hog Rider Royal Hogs
Arrows
Royal Hogs
Royal Delivery
Barbarians Battle Ram Hog Rider Royal Hogs Dark Prince Prince
Fireball
Barbarians Battle Ram Hog Rider Royal Hogs
Poison
Barbarians Royal Hogs
Lightning
Battle Ram Dark Prince Prince
Rocket
Barbarians Hog Rider Royal Hogs Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket 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 Battle Ram Rocket Dark Prince Prince

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.

Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Battle Ram Hog Rider Dark Prince Barbarians Royal Hogs Prince Rocket

Shortest cycle

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

15 Arrows Battle Ram Hog Rider Dark Prince

Attack Synergies 3 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
Hog Rider Royal Hogs Battle Ram Dark Prince Prince
Barbarians
Hog Rider
Battle Ram
Arrows Royal Hogs
Hog Rider
Arrows Barbarians Rocket Dark Prince Prince
Royal Hogs
Arrows Battle Ram Dark Prince
Rocket
Hog Rider
Dark Prince
Prince Arrows Hog Rider Royal Hogs
Prince
Dark Prince Arrows Hog Rider

Defense Synergies 0 4

Arrows
Barbarians Dark Prince Prince
Barbarians
Arrows
Battle Ram
Hog Rider
Royal Hogs
Rocket
Dark Prince
Arrows Prince
Prince
Arrows 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.

Rocket
Barbarians Dark Prince Prince
Barbarians Rocket Prince Dark Prince
Barbarians Prince Dark Prince
Arrows Barbarians Rocket Dark Prince Prince
Arrows Dark Prince
Rocket Arrows
Rocket Arrows Barbarians
Barbarians Prince
Barbarians Dark Prince Prince
Barbarians Arrows Dark Prince
Arrows
Barbarians Prince Rocket Dark Prince
Rocket Arrows Barbarians Dark Prince Prince
Barbarians Prince
Barbarians Rocket Prince
Barbarians Arrows Dark Prince Prince
Arrows Barbarians Dark Prince Prince
Arrows Barbarians Dark Prince
Barbarians Prince
Dark Prince Arrows Barbarians Prince

Counters to secondary win conditions

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

Barbarians Dark Prince Prince
Arrows Rocket Prince
Barbarians Rocket Dark Prince Prince
Rocket Dark Prince Prince Barbarians
Barbarians Dark Prince Prince
Arrows Rocket
Rocket Dark Prince Prince Barbarians
Barbarians Dark Prince Prince
Rocket Barbarians Dark Prince Prince
Barbarians
Barbarians Dark Prince Prince
Rocket Arrows Barbarians Dark Prince Prince
Barbarians Rocket Dark Prince Prince
Barbarians
Barbarians Rocket Dark Prince Prince
Arrows Barbarians Dark Prince
Arrows

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 Rocket
Arrows
Rocket Arrows
Arrows Barbarians Rocket Dark Prince Prince
Rocket Arrows Dark Prince
Arrows Rocket
Arrows
Arrows
Arrows
Rocket Prince
Rocket Arrows Dark Prince Prince
Arrows Rocket
Rocket
Arrows Rocket
Arrows Prince
Rocket Arrows
Arrows Rocket
Arrows Rocket
Rocket
Rocket Arrows Dark Prince Prince
Rocket Arrows
Rocket Prince
Rocket Arrows
Rocket Prince
Rocket Arrows Barbarians
Arrows Dark Prince
Arrows
Arrows Prince
Rocket Arrows
Arrows
Rocket
Arrows Rocket
Rocket Arrows
Prince
Rocket Arrows
Barbarians Rocket Dark Prince Prince
Rocket Arrows
Arrows
Rocket Dark Prince Prince
Arrows
Rocket Arrows
Dark Prince Prince
Rocket
Rocket
Rocket Dark Prince Prince
Prince
Rocket

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