My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Hunter

Defensive buildings

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

Mortar

Investments

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

Firecracker Battle Ram Dark Prince Hunter Electro Giant Bandit

Offensive cards

Win conditions

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

Mortar Battle Ram Electro Giant

Damage spells

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

Arrows

Punishments

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

Mortar Battle Ram Dark Prince Electro Giant Bandit

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.

Mortar Battle Ram Dark Prince Electro Giant Bandit

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.

Firecracker Dark Prince Bandit

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 Dark Prince Bandit
Giant Snowball
Battle Ram
Zap
Firecracker Mortar Battle Ram Dark Prince Bandit
Barbarian Barrel
Firecracker Mortar Battle Ram Dark Prince Hunter Bandit
The Log
Firecracker Battle Ram Dark Prince Hunter Bandit
Earthquake
Firecracker Mortar
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram Dark Prince Hunter Bandit
Fireball
Firecracker Mortar Battle Ram Hunter Bandit
Poison
Firecracker Mortar Hunter
Lightning
Mortar Battle Ram Dark Prince Hunter Bandit
Rocket
Mortar Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mortar Dark Prince Hunter 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 Battle Ram Dark Prince Electro Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Firecracker Bandit Mortar Battle Ram Dark Prince Hunter Electro Giant

Shortest cycle

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

13 Arrows Firecracker Bandit Mortar

Attack Synergies 2 14

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
Mortar Battle Ram Dark Prince Bandit
Firecracker
Mortar Battle Ram Dark Prince Bandit
Mortar
Arrows Firecracker Dark Prince Hunter Bandit
Battle Ram
Bandit Arrows Firecracker Hunter
Dark Prince
Electro Giant Arrows Firecracker Mortar Bandit
Hunter
Mortar Battle Ram Bandit
Electro Giant
Dark Prince
Bandit
Battle Ram Arrows Firecracker Mortar Dark Prince Hunter

Defense Synergies 0 11

Arrows
Mortar Dark Prince Bandit
Firecracker
Mortar Dark Prince Hunter Bandit
Mortar
Arrows Firecracker Bandit
Battle Ram
Dark Prince
Arrows Firecracker Hunter Bandit
Hunter
Firecracker Dark Prince Bandit
Electro Giant
Bandit
Arrows Firecracker Mortar Dark Prince Hunter

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.

Firecracker Mortar
Hunter Firecracker Mortar Dark Prince Bandit
Mortar Hunter Dark Prince Bandit
Hunter Firecracker Mortar Dark Prince Bandit
Arrows Firecracker Dark Prince
Arrows Firecracker Dark Prince Hunter Bandit
Hunter Arrows Firecracker Mortar
Arrows Electro Giant Bandit
Hunter Mortar
Firecracker Dark Prince Hunter Bandit
Arrows Firecracker Dark Prince Hunter Electro Giant Bandit
Arrows Hunter Firecracker
Mortar Hunter Dark Prince Bandit
Arrows Firecracker Mortar Dark Prince Hunter
Mortar Hunter Bandit
Mortar Hunter Electro Giant Bandit
Arrows Firecracker Mortar Dark Prince Hunter
Arrows Mortar Firecracker Dark Prince Hunter Bandit
Arrows Mortar Hunter Firecracker Dark Prince Bandit
Mortar Hunter
Dark Prince Arrows Firecracker Hunter Electro Giant Bandit

Counters to secondary win conditions

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

Dark Prince Electro Giant Bandit
Bandit Arrows Firecracker Mortar Hunter
Bandit Dark Prince Hunter
Dark Prince Hunter Bandit
Dark Prince Hunter Bandit
Arrows Firecracker Electro Giant Hunter
Dark Prince Hunter Bandit
Dark Prince Hunter
Firecracker Mortar Dark Prince Bandit
Dark Prince Hunter
Arrows Dark Prince Electro Giant
Dark Prince Hunter Bandit
Firecracker Electro Giant
Electro Giant Firecracker Mortar Dark Prince Hunter
Arrows Firecracker Dark Prince Hunter Electro Giant
Arrows Mortar

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 Firecracker Mortar Bandit
Arrows Firecracker Mortar Bandit
Arrows Bandit
Arrows Firecracker Dark Prince
Arrows Firecracker Mortar Dark Prince
Arrows Firecracker Electro Giant Hunter
Arrows Firecracker Mortar
Arrows Firecracker Hunter
Arrows Firecracker Mortar Bandit
Firecracker Arrows Mortar Dark Prince Bandit
Arrows Firecracker
Firecracker Mortar Hunter Bandit
Arrows Firecracker Mortar Bandit
Arrows Firecracker Mortar
Arrows Firecracker Mortar Hunter Bandit
Arrows Firecracker Mortar Bandit
Arrows Mortar
Arrows Firecracker Mortar Dark Prince Hunter Bandit
Arrows Firecracker Mortar Electro Giant
Arrows
Arrows Mortar
Arrows Firecracker Electro Giant Mortar Dark Prince Hunter
Arrows Firecracker Mortar Hunter Bandit
Arrows Mortar Bandit
Arrows Firecracker Mortar Bandit
Arrows Firecracker Hunter Electro Giant
Firecracker Electro Giant
Arrows Mortar Hunter Bandit
Arrows Firecracker
Arrows Firecracker
Dark Prince Bandit
Arrows Firecracker Hunter
Arrows
Firecracker Dark Prince Hunter
Arrows Firecracker Mortar
Arrows Electro Giant
Firecracker Dark Prince
Electro Giant Firecracker
Firecracker
Firecracker Mortar Dark Prince Electro Giant Bandit
Firecracker Mortar

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