My Best Clash Royale Deck

Deck Check Rating

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

4 problems 2 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!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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 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!

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.

Bomber Giant Dark Prince Bowler Electro Giant

Offensive cards

Win conditions

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

Giant Electro Giant Graveyard

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.

Giant Dark Prince Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Giant Dark Prince 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.

Dark Prince Graveyard

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
Bomber Giant Dark Prince Graveyard
Giant Snowball
Bomber Graveyard
Zap
Bomber Dark Prince Graveyard
Barbarian Barrel
Bomber Dark Prince Graveyard
The Log
Bomber Dark Prince Graveyard
Earthquake
Bomber Graveyard
Arrows
Bomber Graveyard
Royal Delivery
Bomber Dark Prince Bowler Graveyard
Fireball
Bomber Bowler
Poison
Bomber Graveyard
Lightning
Dark Prince Bowler
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Dark Prince Freeze Bowler 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.

Arrows Dark Prince Freeze Bowler Electro Giant

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.

Graveyard

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.

Bomber Arrows Dark Prince Freeze Giant Bowler Graveyard Electro Giant

Shortest cycle

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

13 Bomber Arrows Dark Prince Freeze

Attack Synergies 8 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.

Bomber
Giant Dark Prince Graveyard
Arrows
Giant Graveyard Dark Prince Freeze Bowler
Giant
Bomber Arrows Dark Prince Graveyard Bowler
Dark Prince
Giant Electro Giant Bomber Arrows Graveyard
Freeze
Graveyard Arrows
Bowler
Graveyard Arrows Giant
Electro Giant
Dark Prince
Graveyard
Arrows Giant Freeze Bowler Bomber Dark Prince

Defense Synergies 0 5

Bomber
Dark Prince Electro Giant
Arrows
Dark Prince Bowler
Giant
Dark Prince
Bomber Arrows Bowler
Freeze
Bowler
Arrows Dark Prince
Electro Giant
Bomber
Graveyard

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.

Bowler Bomber
Bomber Dark Prince
Bowler Bomber Dark Prince Freeze
Bomber Dark Prince Bowler
Bomber Arrows Dark Prince Bowler
Arrows Freeze Bowler Bomber Dark Prince
Arrows Freeze
Bowler Arrows Electro Giant
Bomber Dark Prince Bowler
Bomber Arrows Dark Prince Freeze Bowler Electro Giant
Arrows
Bowler Bomber Dark Prince Freeze
Bomber Bowler Arrows Dark Prince Freeze
Freeze Bowler Electro Giant
Bomber Arrows Dark Prince Bowler
Arrows Bomber Dark Prince Bowler
Arrows Freeze Bomber Dark Prince Bowler
Bomber Dark Prince Bowler Arrows Electro Giant

Counters to secondary win conditions

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

Dark Prince Bowler Electro Giant
Bomber Arrows Bowler
Dark Prince Bowler
Dark Prince Bowler
Dark Prince Bowler
Arrows Electro Giant Freeze
Dark Prince Bowler
Dark Prince
Freeze Dark Prince
Dark Prince Bowler
Arrows Dark Prince Bowler Electro Giant
Dark Prince Bowler
Bomber Bowler Electro Giant
Electro Giant Bomber Dark Prince Freeze Bowler
Arrows Bowler Bomber Dark Prince Freeze 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.)

Arrows Freeze
Arrows Bowler
Arrows
Arrows Dark Prince Freeze
Bomber Arrows Dark Prince Bowler
Arrows Electro Giant Freeze
Bomber Arrows Bowler
Arrows Freeze Bowler
Arrows
Bowler
Arrows Dark Prince Bowler
Arrows
Bowler
Arrows Freeze
Arrows
Bomber Arrows Bowler
Arrows Bowler
Arrows Freeze
Bomber
Bomber Arrows Dark Prince Bowler
Bomber Arrows Bowler Electro Giant
Bowler
Arrows
Bowler
Arrows
Arrows Freeze Electro Giant Bomber Dark Prince Bowler
Arrows Bowler
Arrows Bowler
Arrows
Arrows Electro Giant
Freeze Electro Giant
Bowler
Bomber Arrows
Arrows Freeze
Arrows Bowler
Dark Prince Freeze
Arrows
Freeze
Arrows
Dark Prince Bowler
Arrows Bomber Bowler
Arrows Electro Giant
Dark Prince
Electro Giant Freeze Bowler
Dark Prince Freeze Bowler Electro Giant

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