My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Princess

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.

Knight Electro Giant Princess

Offensive cards

Win conditions

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

Mortar 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 Electro Giant Princess

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.

Knight Mortar Electro Giant Princess

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
Guards Skeleton Army Clone
Giant Snowball
Guards Skeleton Army Clone Princess
Zap
Mortar Guards Skeleton Army Clone Princess
Barbarian Barrel
Knight Mortar Guards Skeleton Army Clone Princess
The Log
Guards Skeleton Army Clone Princess
Earthquake
Mortar Guards Skeleton Army Clone
Arrows
Guards Skeleton Army Clone Princess
Royal Delivery
Knight Guards Skeleton Army Clone Princess
Fireball
Mortar Skeleton Army Clone Princess
Poison
Mortar Guards Skeleton Army Clone Princess
Lightning
Knight Mortar
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Giant Princess

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Electro Giant Princess

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Knight Guards Skeleton Army Clone Electro Giant Princess

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.

Skeleton Army Princess

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.

Arrows Knight Guards Skeleton Army Clone Princess Mortar Electro Giant

Shortest cycle

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

12 Arrows Knight Guards Skeleton Army

Attack Synergies 3 3

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
Knight Mortar
Knight
Mortar Princess Arrows
Mortar
Knight Arrows
Guards
Clone
Skeleton Army
Clone
Clone
Skeleton Army Guards
Electro Giant
Princess
Knight

Defense Synergies 1 10

Arrows
Knight Mortar
Knight
Princess Arrows Mortar Skeleton Army
Mortar
Arrows Knight Guards Skeleton Army Princess
Guards
Mortar Skeleton Army Princess
Skeleton Army
Knight Mortar Guards Princess
Clone
Electro Giant
Princess
Knight Mortar Guards Skeleton Army

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.

Knight Mortar
Skeleton Army Knight Mortar
Mortar Skeleton Army Knight
Skeleton Army Knight Mortar Guards
Arrows Skeleton Army Princess
Arrows Skeleton Army Guards
Arrows Mortar Princess
Arrows Electro Giant
Mortar Skeleton Army Princess
Knight Guards Skeleton Army
Guards Skeleton Army Arrows Knight Electro Giant Princess
Arrows Princess
Mortar Skeleton Army Knight Guards
Skeleton Army Arrows Mortar Guards Princess
Skeleton Army Knight Mortar
Skeleton Army Mortar Electro Giant
Arrows Knight Mortar Skeleton Army
Arrows Mortar Knight Guards Skeleton Army
Arrows Mortar Knight Guards Princess
Mortar
Skeleton Army Arrows Knight Guards Electro Giant
Mortar

Counters to secondary win conditions

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

Knight Guards Skeleton Army Electro Giant
Arrows Knight Mortar
Guards Skeleton Army Knight
Guards Skeleton Army Knight
Knight Guards Skeleton Army
Arrows Electro Giant Princess
Guards Skeleton Army Knight
Knight Skeleton Army
Knight Mortar Skeleton Army
Guards Skeleton Army
Knight Guards
Skeleton Army Arrows Guards Electro Giant
Skeleton Army Knight Guards
Skeleton Army Electro Giant Princess
Guards Skeleton Army Electro Giant Knight Mortar
Arrows Electro Giant Princess
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.)

Princess Arrows Knight Mortar Guards
Arrows Mortar Princess
Arrows
Arrows Knight Guards
Arrows Mortar
Arrows Electro Giant Princess
Arrows Mortar Princess
Arrows Princess
Arrows Mortar
Guards
Arrows Knight Mortar Princess
Arrows Princess
Knight Mortar Princess
Arrows Mortar Princess
Princess Arrows Mortar
Arrows Mortar Princess
Arrows Mortar Princess
Arrows Mortar
Arrows Mortar Princess
Arrows Mortar Electro Giant Princess
Arrows Princess
Arrows Mortar
Arrows Electro Giant Mortar Princess
Arrows Mortar Princess
Arrows Mortar Princess
Arrows Mortar
Arrows Electro Giant Princess
Guards Electro Giant
Arrows Mortar
Arrows Princess
Arrows Princess
Guards Skeleton Army Princess
Arrows Princess
Arrows
Knight Princess
Arrows Mortar Princess
Arrows Electro Giant
Electro Giant Guards Princess
Princess
Mortar Electro Giant Princess
Mortar

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