My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Inferno Dragon 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.

Dark Prince Ice Wizard Inferno Dragon Magic Archer Mega Knight

Offensive cards

Win conditions

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

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.

Hog Rider Dark 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.

Barbarians Hog Rider Dark Prince Magic Archer 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 Dark Prince Magic Archer

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
Hog Rider Dark Prince Inferno Dragon
Giant Snowball
Barbarians Hog Rider Inferno Dragon
Zap
Dark Prince Inferno Dragon
Barbarian Barrel
Barbarians Dark Prince Ice Wizard Magic Archer
The Log
Barbarians Hog Rider Dark Prince
Earthquake
Barbarians Hog Rider
Arrows
Royal Delivery
Barbarians Hog Rider Dark Prince Ice Wizard Inferno Dragon Magic Archer
Fireball
Barbarians Hog Rider Ice Wizard Inferno Dragon Magic Archer
Poison
Barbarians Ice Wizard Magic Archer
Lightning
Dark Prince Ice Wizard Inferno Dragon Magic Archer
Rocket
Barbarians Hog Rider Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince Ice Wizard Magic Archer Mega Knight

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.

Arrows Dark Prince Ice Wizard Inferno Dragon Mega Knight

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.

Barbarians Ice 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.

Arrows Ice Wizard Hog Rider Dark Prince Inferno Dragon Magic Archer Barbarians Mega Knight

Shortest cycle

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

14 Arrows Ice Wizard Hog Rider Dark Prince

Attack Synergies 2 9

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.

Arrows
Hog Rider Dark Prince Mega Knight
Barbarians
Hog Rider
Hog Rider
Arrows Barbarians Dark Prince Magic Archer Mega Knight
Dark Prince
Arrows Hog Rider Ice Wizard Magic Archer
Ice Wizard
Dark Prince
Inferno Dragon
Mega Knight
Magic Archer
Hog Rider Dark Prince Mega Knight
Mega Knight
Inferno Dragon Arrows Hog Rider Magic Archer

Defense Synergies 1 9

Arrows
Mega Knight Barbarians Dark Prince Ice Wizard
Barbarians
Arrows
Hog Rider
Dark Prince
Arrows Ice Wizard Magic Archer
Ice Wizard
Arrows Dark Prince Inferno Dragon Mega Knight
Inferno Dragon
Ice Wizard Mega Knight
Magic Archer
Dark Prince Mega Knight
Mega Knight
Arrows Ice Wizard Inferno Dragon Magic Archer

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.

Magic Archer
Barbarians Inferno Dragon Dark Prince Ice Wizard Mega Knight
Barbarians Mega Knight Dark Prince Ice Wizard Inferno Dragon
Barbarians Inferno Dragon Dark Prince Ice Wizard Mega Knight
Arrows Barbarians Dark Prince Mega Knight
Arrows Dark Prince Ice Wizard Magic Archer Mega Knight
Inferno Dragon Arrows Ice Wizard Magic Archer
Arrows Barbarians Magic Archer Mega Knight
Barbarians Inferno Dragon Ice Wizard
Barbarians Dark Prince Ice Wizard Mega Knight
Barbarians Ice Wizard Arrows Dark Prince Magic Archer Mega Knight
Arrows Inferno Dragon Ice Wizard Magic Archer
Barbarians Mega Knight Dark Prince Ice Wizard
Mega Knight Arrows Barbarians Dark Prince Magic Archer
Barbarians Inferno Dragon Mega Knight
Barbarians Inferno Dragon Mega Knight
Barbarians Mega Knight Arrows Dark Prince
Arrows Mega Knight Barbarians Dark Prince Ice Wizard Magic Archer
Arrows Barbarians Dark Prince Ice Wizard Inferno Dragon Magic Archer Mega Knight
Barbarians Inferno Dragon
Dark Prince Mega Knight Arrows Barbarians

Counters to secondary win conditions

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

Barbarians Mega Knight Dark Prince
Arrows Inferno Dragon Magic Archer Mega Knight
Barbarians Mega Knight Dark Prince
Dark Prince Mega Knight Barbarians
Barbarians Dark Prince Inferno Dragon Mega Knight
Arrows Ice Wizard Magic Archer
Dark Prince Barbarians Ice Wizard
Mega Knight Barbarians Dark Prince Inferno Dragon
Mega Knight Barbarians Dark Prince Inferno Dragon Magic Archer
Barbarians Inferno Dragon
Inferno Dragon Mega Knight Barbarians Dark Prince
Mega Knight Arrows Barbarians Dark Prince
Barbarians Dark Prince Mega Knight
Barbarians Magic Archer Mega Knight
Barbarians Dark Prince Inferno Dragon Magic Archer
Arrows Mega Knight Barbarians Dark Prince Ice Wizard Inferno Dragon Magic Archer

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 Arrows
Arrows Ice Wizard Magic Archer
Arrows Magic Archer
Arrows Barbarians Dark Prince
Arrows Dark Prince Magic Archer Mega Knight
Arrows Ice Wizard Magic Archer
Arrows Magic Archer
Arrows Ice Wizard Magic Archer
Arrows
Arrows Dark Prince Magic Archer
Arrows Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows Mega Knight
Arrows
Arrows Dark Prince Magic Archer Mega Knight
Arrows Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows
Arrows Barbarians
Arrows Dark Prince Ice Wizard Magic Archer Mega Knight
Inferno Dragon
Arrows Ice Wizard Magic Archer
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Arrows Ice Wizard Magic Archer
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Mega Knight
Arrows Magic Archer
Barbarians Dark Prince Magic Archer
Arrows Ice Wizard Magic Archer
Arrows
Dark Prince Magic Archer Mega Knight
Arrows Magic Archer
Arrows
Dark Prince Mega Knight
Magic Archer
Magic Archer
Dark Prince Magic Archer Mega Knight

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