My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

2 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Phoenix Little Prince

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 Giant Wizard Phoenix Little Prince

Offensive cards

Win conditions

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

Giant

Damage spells

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

Rage Void

Punishments

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

Giant

Pump responses

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

Void

Dropped at the bridge

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

Knight Giant Phoenix

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
Giant Guards Phoenix
Giant Snowball
Guards Little Prince
Zap
Guards Little Prince
Barbarian Barrel
Knight Wizard Guards Little Prince
The Log
Guards Little Prince
Earthquake
Guards
Arrows
Guards Little Prince
Royal Delivery
Knight Wizard Guards Little Prince
Fireball
Wizard Little Prince
Poison
Wizard Guards Phoenix Little Prince
Lightning
Knight Wizard Phoenix Little Prince
Rocket
Wizard Phoenix Little Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Knight Rage Guards

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.

Rage Knight Guards Void Little Prince Phoenix Giant Wizard

Shortest cycle

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

11 Rage Knight Guards Void

Attack Synergies 1 8

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.

Knight
Wizard Little Prince
Giant
Rage Wizard Guards Void Little Prince
Wizard
Knight Giant Rage
Rage
Giant Wizard Phoenix
Guards
Giant
Void
Giant
Phoenix
Rage
Little Prince
Knight Giant

Defense Synergies 1 4

Knight
Little Prince Wizard Phoenix
Giant
Wizard
Knight Guards
Rage
Guards
Wizard
Void
Phoenix
Knight Little Prince
Little Prince
Knight Phoenix

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 Wizard Void
Knight Phoenix
Knight Void
Knight Guards Phoenix
Guards
Wizard Void Phoenix Little Prince
Void Phoenix
Phoenix
Knight Guards Phoenix Little Prince
Guards Knight Wizard
Wizard Phoenix
Knight Wizard Guards
Wizard Guards
Knight Phoenix
Wizard Knight
Knight Wizard Guards Little Prince
Wizard Knight Guards Little Prince
Phoenix
Wizard Knight Guards Little Prince

Counters to secondary win conditions

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

Knight Guards Void
Void Knight Wizard Phoenix
Guards Knight
Guards Knight Phoenix
Knight Guards Phoenix
Wizard
Guards Knight Void Phoenix
Knight Phoenix
Void Knight Phoenix
Guards Phoenix
Knight Guards Phoenix
Guards Void Phoenix
Knight Wizard Guards
Wizard
Guards Phoenix Knight Little Prince
Wizard Phoenix

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.)

Void Knight Guards
Void
Void
Knight Guards Void
Wizard
Wizard
Wizard
Wizard
Void Wizard
Guards Void
Void Knight Wizard
Void Wizard
Knight Void
Void
Wizard
Wizard
Void Wizard
Wizard Little Prince
Void
Wizard Void
Void
Void
Wizard Little Prince
Void Wizard
Void Wizard
Void
Wizard Little Prince
Wizard Guards Void
Void
Void Wizard
Void
Wizard
Guards Void
Wizard
Void Knight Wizard
Wizard
Void
Guards
Void
Void Little Prince

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