My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Great!
Versatility
Great!
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 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 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.

Little Prince

Defensive buildings

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

Cannon

Investments

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

Balloon Mega Knight Little Prince

Offensive cards

Win conditions

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

Hog Rider Balloon

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.

Hog Rider Balloon Mega Knight

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.

Hog Rider Balloon Mega Knight

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 Balloon

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
Hog Rider Guards Balloon
Giant Snowball
Cannon Hog Rider Guards Balloon Little Prince
Zap
Cannon Guards Balloon Little Prince
Barbarian Barrel
Cannon Guards Little Prince
The Log
Cannon Hog Rider Guards Little Prince
Earthquake
Cannon Hog Rider Guards
Arrows
Guards Little Prince
Royal Delivery
Hog Rider Guards Balloon Little Prince
Fireball
Cannon Hog Rider Balloon Little Prince
Poison
Cannon Guards Balloon Little Prince
Lightning
Cannon Balloon Little Prince
Rocket
Hog Rider Balloon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze Mega Knight

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 Mega Knight

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.

Arrows Cannon Guards Little Prince Hog Rider Freeze Balloon Mega Knight

Shortest cycle

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

12 Arrows Cannon Guards Little Prince

Attack Synergies 4 8

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 Balloon Freeze Mega Knight
Cannon
Hog Rider
Arrows Freeze Guards Balloon Mega Knight Little Prince
Guards
Hog Rider
Freeze
Hog Rider Balloon Arrows
Balloon
Arrows Freeze Hog Rider Mega Knight Little Prince
Mega Knight
Arrows Hog Rider Balloon
Little Prince
Hog Rider Balloon

Defense Synergies 1 5

Arrows
Mega Knight Cannon Little Prince
Cannon
Arrows Guards Little Prince
Hog Rider
Guards
Cannon
Freeze
Mega Knight
Balloon
Mega Knight
Arrows Freeze
Little Prince
Arrows Cannon

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.

Cannon
Cannon Mega Knight
Cannon Mega Knight Freeze
Cannon Guards Mega Knight
Arrows Mega Knight
Arrows Freeze Cannon Guards Mega Knight
Arrows Cannon Freeze Little Prince
Arrows Cannon Mega Knight
Cannon
Guards Cannon Mega Knight Little Prince
Guards Arrows Cannon Freeze Mega Knight
Arrows
Cannon Mega Knight Guards Freeze
Mega Knight Arrows Cannon Guards Freeze
Cannon Mega Knight
Cannon Freeze Mega Knight
Mega Knight Arrows Cannon
Arrows Cannon Mega Knight Guards Little Prince
Arrows Freeze Cannon Guards Mega Knight Little Prince
Cannon
Mega Knight Arrows Cannon Guards Little Prince

Counters to secondary win conditions

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

Guards Mega Knight
Arrows Mega Knight
Guards Mega Knight
Guards Mega Knight
Cannon Guards Mega Knight
Arrows Freeze
Guards
Mega Knight
Freeze Mega Knight
Cannon Guards
Mega Knight Guards
Mega Knight Arrows Guards
Mega Knight Cannon Guards
Cannon Mega Knight
Guards Freeze Little Prince
Arrows Mega Knight Cannon Freeze
Arrows Cannon

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 Guards Freeze
Arrows
Arrows
Arrows Guards Freeze
Arrows Mega Knight
Arrows Freeze
Arrows
Arrows Freeze
Arrows
Guards
Arrows
Arrows
Arrows Freeze
Arrows
Arrows
Arrows Mega Knight
Arrows Freeze
Arrows Mega Knight
Arrows Mega Knight Little Prince
Mega Knight
Arrows
Arrows
Arrows Freeze Mega Knight Little Prince
Arrows
Arrows Mega Knight
Arrows
Arrows Little Prince
Guards Freeze
Arrows Mega Knight
Arrows Freeze
Mega Knight
Arrows
Guards Freeze
Arrows
Freeze
Arrows
Mega Knight
Arrows
Arrows
Mega Knight
Guards Freeze
Freeze Mega Knight Little Prince
Mega Knight

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