My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Zappies Princess Electro 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.

Knight Zappies Dark Prince Princess Electro Wizard

Offensive cards

Win conditions

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

Miner

Damage spells

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

Poison

Punishments

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

Dark Prince Miner Princess

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Knight Dark Prince Princess

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.

Dark Prince Miner Electro Wizard

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
Dark Prince Miner
Giant Snowball
Goblins Zappies Miner Princess
Zap
Goblins Zappies Dark Prince Princess
Barbarian Barrel
Goblins Knight Zappies Dark Prince Princess Electro Wizard
The Log
Goblins Zappies Dark Prince Princess
Earthquake
Zappies
Arrows
Goblins Zappies Princess
Royal Delivery
Goblins Knight Zappies Dark Prince Miner Princess Electro Wizard
Fireball
Zappies Princess Electro Wizard
Poison
Zappies Princess Electro Wizard
Lightning
Knight Dark Prince Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Poison Princess

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Poison 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.

Knight Dark Prince Poison Miner 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.

Princess

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.

Goblins Electro 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.

Goblins Knight Miner Princess Zappies Dark Prince Poison Electro Wizard

Shortest cycle

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

11 Goblins Knight Miner Princess

Attack Synergies 3 11

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.

Goblins
Miner
Knight
Princess Zappies Poison Miner Electro Wizard
Zappies
Knight Dark Prince Miner
Dark Prince
Zappies Poison Miner Princess Electro Wizard
Poison
Miner Knight Dark Prince
Miner
Goblins Poison Knight Zappies Dark Prince Electro Wizard
Princess
Knight Dark Prince
Electro Wizard
Knight Dark Prince Miner

Defense Synergies 2 12

Goblins
Knight Zappies Poison Princess Electro Wizard
Knight
Princess Electro Wizard Goblins Zappies Poison
Zappies
Goblins Knight Electro Wizard
Dark Prince
Poison Princess Electro Wizard
Poison
Goblins Knight Dark Prince Electro Wizard
Miner
Princess
Knight Goblins Dark Prince
Electro Wizard
Knight Goblins Zappies Dark Prince Poison

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 Zappies Electro Wizard
Goblins Knight Zappies Dark Prince Electro Wizard
Goblins Knight Zappies Dark Prince Electro Wizard
Goblins Knight Zappies Dark Prince Electro Wizard
Dark Prince Poison Princess
Goblins Zappies Dark Prince Electro Wizard
Electro Wizard Zappies Poison Princess
Poison Electro Wizard
Zappies Goblins Princess
Knight Goblins Zappies Dark Prince Miner Electro Wizard
Goblins Poison Electro Wizard Knight Zappies Dark Prince Princess
Zappies Poison Princess Electro Wizard
Knight Zappies Dark Prince Electro Wizard
Goblins Zappies Dark Prince Poison Princess Electro Wizard
Knight Zappies Electro Wizard
Zappies Electro Wizard
Goblins Knight Zappies Dark Prince Poison Electro Wizard
Goblins Knight Zappies Dark Prince Electro Wizard
Poison Knight Zappies Dark Prince Princess Electro Wizard
Zappies Electro Wizard
Dark Prince Goblins Knight Zappies Poison Electro Wizard

Counters to secondary win conditions

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

Knight Goblins Zappies Dark Prince Electro Wizard
Poison Electro Wizard Knight Miner
Zappies Goblins Knight Dark Prince Electro Wizard
Dark Prince Knight Zappies Electro Wizard
Knight Zappies Dark Prince
Poison Zappies Princess Electro Wizard
Dark Prince Goblins Knight Zappies Electro Wizard
Knight Zappies Dark Prince
Electro Wizard Goblins Knight Zappies Dark Prince Poison
Zappies
Knight Zappies Dark Prince
Dark Prince Poison Electro Wizard
Dark Prince Knight Zappies
Zappies Princess
Zappies Electro Wizard Goblins Knight Dark Prince Poison
Poison Zappies Dark Prince Princess Electro Wizard

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.)

Poison Princess Knight
Poison Miner Princess Electro Wizard
Poison Miner
Knight Dark Prince Poison
Poison Dark Prince
Poison Princess
Poison Princess
Poison Princess
Poison Miner
Goblins Poison Electro Wizard
Poison Miner Knight Dark Prince Princess Electro Wizard
Poison Princess
Poison Knight Miner Princess
Poison Princess
Princess Poison
Poison Princess
Poison Princess
Poison
Dark Prince Poison Princess Electro Wizard
Poison Miner Princess
Poison
Poison Princess
Poison
Poison Dark Prince Princess
Poison Miner Princess Electro Wizard
Poison Miner Princess
Poison Miner
Poison Princess Electro Wizard
Electro Wizard Zappies Poison
Poison Miner
Zappies Poison Princess Electro Wizard
Poison Princess
Electro Wizard Zappies Dark Prince Princess
Poison Zappies Princess Electro Wizard
Poison Miner Knight Dark Prince Princess Electro Wizard
Poison Princess
Poison
Dark Prince
Zappies Poison Princess Electro Wizard
Zappies Poison Princess Electro Wizard
Poison Dark Prince Miner Princess Electro Wizard

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