My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bomber Knight Prince Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Prince

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.

Goblin Barrel 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
Skeletons Bomber Goblin Barrel Prince
Giant Snowball
Skeletons Bomber Cannon Goblin Barrel
Zap
Skeletons Bomber Cannon Goblin Barrel Prince
Barbarian Barrel
Skeletons Bomber Knight Cannon Goblin Barrel Electro Wizard
The Log
Skeletons Bomber Cannon Goblin Barrel Prince
Earthquake
Skeletons Bomber Cannon Goblin Barrel
Arrows
Skeletons Bomber Goblin Barrel
Royal Delivery
Skeletons Bomber Knight Goblin Barrel Prince Electro Wizard
Fireball
Bomber Cannon Goblin Barrel Electro Wizard
Poison
Bomber Cannon Electro Wizard
Lightning
Knight Cannon Prince Electro Wizard
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows

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 Knight Prince

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.

Goblin Barrel

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.

Goblin Barrel 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Arrows Knight Cannon Goblin Barrel Electro Wizard Prince

Shortest cycle

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

9 Skeletons Bomber Arrows Knight

Attack Synergies 2 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
Bomber
Knight Prince
Arrows
Knight Goblin Barrel Prince
Knight
Goblin Barrel Bomber Arrows Prince Electro Wizard
Cannon
Goblin Barrel
Knight Prince Arrows
Prince
Goblin Barrel Bomber Arrows Knight Electro Wizard
Electro Wizard
Knight Prince

Defense Synergies 4 12

Skeletons
Cannon Bomber Knight Prince Electro Wizard
Bomber
Knight Skeletons Cannon Electro Wizard
Arrows
Knight Cannon Prince
Knight
Bomber Cannon Electro Wizard Skeletons Arrows
Cannon
Skeletons Knight Bomber Arrows Prince Electro Wizard
Goblin Barrel
Prince
Skeletons Arrows Cannon Electro Wizard
Electro Wizard
Knight Skeletons Bomber Cannon Prince

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.

Bomber Knight Cannon Electro Wizard
Skeletons Knight Cannon Prince Electro Wizard
Cannon Prince Skeletons Bomber Knight Electro Wizard
Cannon Prince Skeletons Knight Electro Wizard
Bomber Arrows Prince
Arrows Skeletons Bomber Cannon Electro Wizard
Electro Wizard Arrows Cannon
Arrows Cannon Electro Wizard
Cannon Skeletons Prince
Knight Skeletons Bomber Cannon Prince Electro Wizard
Electro Wizard Skeletons Bomber Arrows Knight Cannon
Arrows Electro Wizard
Cannon Prince Skeletons Bomber Knight Electro Wizard
Bomber Arrows Cannon Prince Electro Wizard
Knight Cannon Prince Electro Wizard
Cannon Prince Electro Wizard
Skeletons Bomber Arrows Knight Cannon Prince Electro Wizard
Arrows Cannon Bomber Knight Prince Electro Wizard
Arrows Bomber Knight Cannon Electro Wizard
Cannon Prince Electro Wizard
Bomber Arrows Knight Cannon Prince Electro Wizard
Cannon

Counters to secondary win conditions

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

Knight Skeletons Prince Electro Wizard
Electro Wizard Bomber Arrows Knight Prince
Skeletons Knight Prince Electro Wizard
Prince Knight Electro Wizard
Skeletons Knight Cannon Prince
Arrows Skeletons Electro Wizard
Prince Skeletons Knight Electro Wizard
Knight Prince
Electro Wizard Skeletons Knight Prince
Skeletons Cannon
Knight Prince
Arrows Prince Electro Wizard
Prince Skeletons Knight Cannon
Bomber Cannon
Electro Wizard Skeletons Bomber Knight Prince
Arrows Bomber Cannon Electro Wizard
Bomber Arrows Cannon 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.)

Arrows Knight
Arrows Electro Wizard
Arrows
Arrows Knight Prince
Bomber Arrows
Arrows
Bomber Arrows
Arrows
Arrows
Prince Electro Wizard
Arrows Knight Prince Electro Wizard
Arrows
Knight
Arrows
Arrows Prince
Bomber Arrows
Arrows
Arrows
Bomber
Bomber Arrows Prince Electro Wizard
Bomber Arrows
Prince
Arrows
Prince
Arrows
Arrows Bomber
Arrows Electro Wizard
Arrows Prince
Arrows
Arrows Electro Wizard
Electro Wizard
Bomber Arrows
Arrows Electro Wizard
Prince
Arrows
Electro Wizard Prince
Arrows Electro Wizard
Arrows
Knight Prince Electro Wizard
Arrows Bomber
Arrows
Prince
Electro Wizard
Electro Wizard
Prince Electro Wizard
Prince

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