My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Prince Electro Giant Magic Archer Monk

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Tornado

Punishments

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

Prince Electro Giant

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.

Prince Electro Giant 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.

Magic Archer Monk

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 Prince
Giant Snowball
Skeletons
Zap
Skeletons Prince
Barbarian Barrel
Skeletons Magic Archer
The Log
Skeletons Prince
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Prince Magic Archer
Fireball
Magic Archer
Poison
Magic Archer
Lightning
Prince Magic Archer Monk
Rocket
Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Electro Giant 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.

Tornado Prince Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Zap Tornado Magic Archer Prince Monk Electro Giant

Shortest cycle

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

6 Mirror Skeletons Zap Tornado

Attack Synergies 6 5

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
Zap
Mirror Tornado Prince Magic Archer
Mirror
Zap Electro Giant Tornado Magic Archer
Tornado
Zap Electro Giant Magic Archer Mirror
Prince
Zap Electro Giant Magic Archer
Electro Giant
Mirror Tornado Prince
Magic Archer
Tornado Zap Mirror Prince
Monk

Defense Synergies 3 13

Skeletons
Zap Tornado Prince Magic Archer Monk
Zap
Mirror Skeletons Tornado Prince Magic Archer
Mirror
Zap Tornado Magic Archer
Tornado
Mirror Magic Archer Skeletons Zap Prince Electro Giant
Prince
Skeletons Zap Tornado Electro Giant Magic Archer
Electro Giant
Tornado Prince
Magic Archer
Tornado Skeletons Zap Mirror Prince
Monk
Skeletons

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.

Zap Magic Archer
Skeletons Zap Prince Monk
Tornado Prince Skeletons
Prince Skeletons Monk
Tornado Prince Monk
Tornado Skeletons Zap Magic Archer
Tornado Zap Magic Archer
Zap Electro Giant Magic Archer Monk
Skeletons Tornado Prince
Tornado Skeletons Prince
Skeletons Zap Tornado Electro Giant Magic Archer
Zap Tornado Magic Archer
Prince Skeletons Zap
Zap Tornado Prince Magic Archer
Prince
Tornado Monk Zap Prince Electro Giant
Skeletons Tornado Prince
Zap Tornado Prince Magic Archer
Zap Tornado Magic Archer
Tornado Prince
Prince Electro Giant

Counters to secondary win conditions

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

Skeletons Zap Prince Electro Giant
Zap Prince Magic Archer Monk
Skeletons Zap Prince
Prince Zap Tornado Monk
Skeletons Prince
Electro Giant Skeletons Zap Tornado Magic Archer Monk
Prince Skeletons
Prince
Zap Skeletons Tornado Prince Magic Archer Monk
Skeletons
Prince
Monk Zap Tornado Prince Electro Giant
Prince Skeletons
Electro Giant Magic Archer
Electro Giant Skeletons Zap Tornado Prince Magic Archer Monk
Zap Electro Giant Magic Archer
Zap

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 Monk
Monk Zap Tornado Magic Archer
Magic Archer
Prince
Zap Magic Archer
Electro Giant Zap Tornado Magic Archer Monk
Tornado Magic Archer
Zap Tornado Magic Archer
Monk Zap Tornado
Tornado Prince
Monk Zap Tornado Prince Magic Archer
Monk Zap Tornado Magic Archer
Magic Archer
Magic Archer Monk
Zap Prince Magic Archer
Zap Magic Archer
Magic Archer
Monk Tornado
Zap Prince Magic Archer Monk
Zap Tornado Electro Giant Magic Archer Monk
Prince Magic Archer Monk
Tornado
Tornado Prince Monk
Zap Monk
Zap Tornado Electro Giant Magic Archer
Zap Tornado Magic Archer Monk
Zap Tornado Prince Magic Archer Monk
Zap Tornado Magic Archer
Zap Tornado Electro Giant Magic Archer
Zap Electro Giant
Zap Magic Archer
Zap Magic Archer Monk
Prince
Magic Archer Monk
Zap Prince Magic Archer
Zap Tornado Magic Archer Monk
Prince Magic Archer
Zap Magic Archer
Monk Zap Tornado Electro Giant
Prince
Zap Electro Giant Tornado Magic Archer
Zap Tornado Magic Archer
Zap Tornado Prince Electro Giant Magic Archer Monk
Prince
Monk

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