My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Rascals Wizard Magic Archer

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.

Rascals Wizard Dark Prince Magic Archer

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows The Log

Punishments

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

Royal Hogs Dark Prince

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.

Rascals Royal Hogs Dark Prince Magic Archer

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.

Royal Hogs Dark Prince Magic Archer

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
Royal Hogs Guards Dark Prince
Giant Snowball
Royal Hogs Guards
Zap
Royal Hogs Guards Dark Prince
Barbarian Barrel
Rascals Wizard Royal Hogs Guards Dark Prince Magic Archer
The Log
Rascals Royal Hogs Guards Dark Prince
Earthquake
Royal Hogs Guards
Arrows
Rascals Royal Hogs Guards
Royal Delivery
Rascals Wizard Royal Hogs Guards Dark Prince Magic Archer
Fireball
Rascals Wizard Royal Hogs Magic Archer
Poison
Rascals Wizard Royal Hogs Guards Magic Archer
Lightning
Wizard Dark Prince Magic Archer
Rocket
Rascals Wizard Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince The Log Magic Archer

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 Dark Prince

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Guards Dark Prince Magic Archer Rascals Wizard Royal Hogs

Shortest cycle

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

12 The Log Arrows Guards Dark Prince

Attack Synergies 1 12

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
Royal Hogs Dark Prince
Rascals
Dark Prince Magic Archer
Wizard
Royal Hogs Dark Prince
Royal Hogs
Arrows Wizard Guards Dark Prince The Log Magic Archer
Guards
Royal Hogs The Log
Dark Prince
Arrows Rascals Wizard Royal Hogs Magic Archer
The Log
Royal Hogs Guards Magic Archer
Magic Archer
Rascals Royal Hogs Dark Prince The Log

Defense Synergies 0 10

Arrows
Dark Prince
Rascals
The Log
Wizard
Guards Dark Prince The Log
Royal Hogs
Guards
Wizard The Log Magic Archer
Dark Prince
Arrows Wizard The Log Magic Archer
The Log
Rascals Wizard Guards Dark Prince Magic Archer
Magic Archer
Guards Dark Prince The Log

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 The Log Magic Archer
Rascals Dark Prince The Log
Rascals Dark Prince
Rascals Guards Dark Prince
Arrows Dark Prince The Log
Arrows The Log Rascals Guards Dark Prince Magic Archer
Arrows Rascals Wizard Magic Archer
Arrows Rascals The Log Magic Archer
Rascals
Guards Rascals Dark Prince
Guards Arrows Rascals Wizard Dark Prince The Log Magic Archer
Arrows Rascals Wizard Magic Archer
Rascals Wizard Guards Dark Prince The Log
Wizard Arrows Rascals Guards Dark Prince The Log Magic Archer
Rascals
Rascals The Log
Wizard Arrows Rascals Dark Prince
Arrows Rascals Wizard Guards Dark Prince The Log Magic Archer
Arrows Wizard The Log Rascals Guards Dark Prince Magic Archer
Rascals Wizard Dark Prince Arrows Guards The Log
Guards

Counters to secondary win conditions

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

Rascals Guards Dark Prince
Arrows Wizard The Log Magic Archer
Guards Rascals Dark Prince The Log
Guards Dark Prince Rascals The Log
Rascals Guards Dark Prince
Arrows Wizard Rascals Magic Archer
Rascals Guards Dark Prince
Rascals Dark Prince
Dark Prince The Log Magic Archer
Guards
Rascals Guards Dark Prince
Arrows Guards Dark Prince The Log
Rascals Dark Prince Wizard Guards
Wizard Rascals Magic Archer
Rascals Guards Dark Prince The Log Magic Archer
Arrows Rascals Wizard Dark Prince The Log Magic Archer
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.)

Magic Archer Arrows Rascals Guards The Log
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows Rascals Guards Dark Prince The Log
Wizard Arrows Dark Prince The Log Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard The Log Magic Archer
Arrows The Log Wizard Magic Archer
Arrows The Log Wizard
Guards
Arrows Wizard Dark Prince The Log Magic Archer
Arrows Wizard Magic Archer
The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Arrows Wizard The Log Magic Archer
Magic Archer Arrows Wizard The Log
Arrows
Arrows Wizard Dark Prince The Log Magic Archer
Arrows Wizard The Log Magic Archer
The Log Magic Archer
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Dark Prince Magic Archer
Arrows The Log Wizard Magic Archer
Arrows Wizard The Log Magic Archer
Arrows The Log Magic Archer
Arrows Wizard Magic Archer
Wizard Guards
Arrows Wizard The Log Magic Archer
Arrows Magic Archer
Arrows Wizard The Log Magic Archer
Guards Dark Prince Magic Archer
Arrows Wizard Magic Archer
Arrows The Log
Rascals Wizard Dark Prince Magic Archer
Arrows The Log Wizard Magic Archer
Arrows
Dark Prince
Rascals Guards The Log Magic Archer
Magic Archer
Dark Prince The Log Magic Archer
Wizard

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