My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Wizard

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.

Wizard Prince Mega Knight Goblinstein

Offensive cards

Win conditions

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

Hog Rider

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 Prince 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 Prince 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

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 Prince
Giant Snowball
Hog Rider Guards
Zap
Guards Prince
Barbarian Barrel
Wizard Guards
The Log
Hog Rider Guards Prince
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Wizard Guards Prince
Fireball
Hog Rider Wizard
Poison
Wizard Guards
Lightning
Wizard Prince Goblinstein
Rocket
Hog Rider Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Prince Mega Knight

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.

Wizard

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 Guards Hog Rider Freeze Wizard Prince Goblinstein Mega Knight

Shortest cycle

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

14 Arrows Guards Hog Rider Freeze

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 Freeze Prince Mega Knight
Hog Rider
Arrows Freeze Wizard Guards Prince Mega Knight
Wizard
Hog Rider Prince Mega Knight
Guards
Hog Rider
Freeze
Hog Rider Arrows
Prince
Mega Knight Arrows Hog Rider Wizard
Mega Knight
Prince Arrows Hog Rider Wizard
Goblinstein

Defense Synergies 1 7

Arrows
Mega Knight Prince
Hog Rider
Wizard
Guards Freeze Prince Mega Knight
Guards
Wizard Prince
Freeze
Wizard Mega Knight
Prince
Arrows Wizard Guards
Mega Knight
Arrows Wizard Freeze
Goblinstein

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.

Wizard
Prince Mega Knight
Prince Mega Knight Freeze
Prince Guards Mega Knight
Arrows Prince Mega Knight
Arrows Freeze Guards Mega Knight
Arrows Wizard Freeze
Arrows Mega Knight
Prince
Guards Prince Mega Knight
Guards Arrows Wizard Freeze Mega Knight
Arrows Wizard
Prince Mega Knight Wizard Guards Freeze
Wizard Mega Knight Arrows Guards Freeze Prince
Prince Mega Knight
Freeze Prince Mega Knight
Wizard Mega Knight Arrows Prince
Arrows Mega Knight Wizard Guards Prince
Arrows Wizard Freeze Guards Mega Knight
Prince
Wizard Mega Knight Arrows Guards Prince

Counters to secondary win conditions

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

Guards Mega Knight Prince
Arrows Wizard Prince Mega Knight
Guards Mega Knight Prince
Guards Prince Mega Knight
Guards Prince Mega Knight
Arrows Wizard Freeze
Guards Prince
Mega Knight Prince
Freeze Mega Knight Prince
Guards
Mega Knight Guards Prince
Mega Knight Arrows Guards Prince
Prince Mega Knight Wizard Guards
Wizard Mega Knight
Guards Freeze Prince
Arrows Mega Knight Wizard Freeze
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 Guards Freeze
Arrows
Arrows
Arrows Guards Freeze Prince
Wizard Arrows Mega Knight
Arrows Wizard Freeze
Arrows Wizard
Arrows Wizard Freeze
Arrows Wizard
Guards Prince
Arrows Wizard Prince
Arrows Wizard
Arrows Freeze
Arrows Prince
Arrows Wizard
Arrows Wizard Mega Knight
Arrows Freeze
Arrows Wizard Prince Mega Knight
Arrows Wizard Mega Knight
Prince Mega Knight
Arrows Wizard
Prince
Arrows
Arrows Freeze Wizard Mega Knight
Arrows Wizard
Arrows Wizard Prince Mega Knight
Arrows
Arrows Wizard
Wizard Guards Freeze
Arrows Wizard Mega Knight
Arrows Freeze
Prince Mega Knight
Arrows Wizard
Guards Freeze Prince
Arrows Wizard
Freeze
Arrows
Wizard Prince Mega Knight
Arrows Wizard
Arrows
Prince Mega Knight
Guards Freeze
Freeze Prince Mega Knight
Prince
Wizard Mega Knight

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