My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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!
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.

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.

Skeletons Royal Giant Prince Sparky Mega Knight Little Prince

Offensive cards

Win conditions

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

Royal Giant Hog Rider

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.

Royal Giant 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.

Royal Giant 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
Skeletons Royal Giant Hog Rider Prince Sparky
Giant Snowball
Skeletons Hog Rider Little Prince
Zap
Skeletons Royal Giant Prince Sparky Little Prince
Barbarian Barrel
Skeletons Sparky Little Prince
The Log
Skeletons Royal Giant Hog Rider Prince Sparky Little Prince
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Little Prince
Royal Delivery
Skeletons Hog Rider Prince Sparky Little Prince
Fireball
Hog Rider Sparky Little Prince
Poison
Sparky Little Prince
Lightning
Prince Sparky Little Prince
Rocket
Hog Rider Prince Sparky Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky 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 Prince Sparky Mega Knight

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.

Royal Giant

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.

Skeletons Arrows Little Prince Hog Rider Prince Royal Giant Sparky Mega Knight

Shortest cycle

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

11 Skeletons Arrows Little Prince Hog Rider

Attack Synergies 4 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.

Skeletons
Arrows
Royal Giant Hog Rider Sparky Prince Mega Knight
Royal Giant
Arrows Hog Rider Sparky
Hog Rider
Arrows Royal Giant Prince Mega Knight Little Prince
Prince
Mega Knight Arrows Hog Rider Little Prince
Sparky
Arrows Royal Giant
Mega Knight
Prince Arrows Hog Rider
Little Prince
Hog Rider Prince

Defense Synergies 1 6

Skeletons
Prince Sparky Little Prince
Arrows
Mega Knight Prince Sparky Little Prince
Royal Giant
Hog Rider
Prince
Skeletons Arrows
Sparky
Skeletons Arrows
Mega Knight
Arrows
Little Prince
Skeletons Arrows

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.

Sparky
Sparky Skeletons Prince Mega Knight
Prince Sparky Mega Knight Skeletons
Prince Sparky Skeletons Mega Knight
Arrows Prince Sparky Mega Knight
Arrows Skeletons Mega Knight
Arrows Little Prince
Arrows Sparky Mega Knight
Sparky Skeletons Prince
Skeletons Prince Sparky Mega Knight Little Prince
Skeletons Arrows Mega Knight
Arrows
Prince Sparky Mega Knight Skeletons
Sparky Mega Knight Arrows Prince
Sparky Prince Mega Knight
Prince Sparky Mega Knight
Sparky Mega Knight Skeletons Arrows Prince
Arrows Mega Knight Prince Little Prince
Arrows Mega Knight Little Prince
Sparky Prince
Mega Knight Arrows Prince Sparky Little Prince

Counters to secondary win conditions

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

Mega Knight Skeletons Prince Sparky
Arrows Prince Mega Knight
Mega Knight Skeletons Prince Sparky
Prince Mega Knight Sparky
Skeletons Prince Sparky Mega Knight
Arrows Skeletons
Prince Sparky Skeletons
Mega Knight Prince Sparky
Mega Knight Skeletons Prince Sparky
Skeletons Sparky
Mega Knight Prince Sparky
Mega Knight Arrows Prince
Prince Mega Knight Skeletons Sparky
Sparky Mega Knight
Sparky Skeletons Prince Little Prince
Arrows Mega Knight Sparky
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 Sparky
Arrows
Arrows Sparky
Arrows Prince Sparky
Arrows Sparky Mega Knight
Arrows
Arrows Sparky
Arrows
Arrows
Prince Sparky
Arrows Prince Sparky
Arrows
Sparky
Arrows
Arrows Prince Sparky
Arrows Sparky
Arrows Sparky Mega Knight
Arrows Sparky
Sparky
Arrows Prince Sparky Mega Knight
Arrows Mega Knight Little Prince
Prince Sparky Mega Knight
Arrows
Prince Sparky
Arrows
Arrows Sparky Mega Knight Little Prince
Arrows Sparky
Arrows Prince Sparky Mega Knight
Arrows Sparky
Arrows Sparky Little Prince
Sparky
Arrows Sparky Mega Knight
Arrows Sparky
Prince Sparky Mega Knight
Arrows Sparky
Prince
Arrows
Arrows
Prince Sparky Mega Knight
Arrows
Arrows Sparky
Prince Sparky Mega Knight
Sparky
Prince Sparky Mega Knight Little Prince
Prince Sparky
Sparky Mega Knight

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