My Best Clash Royale Deck

Deck Check Rating

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

1 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-ground high-damage unit!

You don't have a unit, that attacks ground 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

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 Little Prince

Defensive buildings

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

Barbarian Hut

Investments

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

Knight Barbarian Hut Electro Giant Magic Archer Little Prince

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.

Arrows Tornado Void

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 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

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 Snowball
Little Prince
Zap
Little Prince
Barbarian Barrel
Knight Barbarian Hut Magic Archer Little Prince
The Log
Barbarian Hut Little Prince
Earthquake
Barbarian Hut
Arrows
Little Prince
Royal Delivery
Knight Magic Archer Little Prince
Fireball
Barbarian Hut Magic Archer Little Prince
Poison
Barbarian Hut Magic Archer Little Prince
Lightning
Knight Barbarian Hut Magic Archer Little Prince
Rocket
Barbarian Hut Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Tornado 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.

Arrows Knight Tornado Void Little Prince Magic Archer Barbarian Hut Electro Giant

Shortest cycle

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

12 Arrows Knight Tornado Void

Attack Synergies 3 7

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
Void Knight Barbarian Hut
Knight
Arrows Barbarian Hut Magic Archer Little Prince
Barbarian Hut
Arrows Knight Magic Archer
Tornado
Electro Giant Magic Archer
Void
Arrows Electro Giant
Electro Giant
Tornado Void
Magic Archer
Tornado Knight Barbarian Hut
Little Prince
Knight

Defense Synergies 3 10

Arrows
Knight Barbarian Hut Tornado Void Little Prince
Knight
Magic Archer Little Prince Arrows Barbarian Hut Tornado
Barbarian Hut
Arrows Knight Magic Archer
Tornado
Magic Archer Arrows Knight Electro Giant Little Prince
Void
Arrows
Electro Giant
Tornado
Magic Archer
Knight Tornado Barbarian Hut
Little Prince
Knight Arrows Tornado

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.

Barbarian Hut Knight Void Magic Archer
Barbarian Hut Knight
Barbarian Hut Tornado Knight Void
Barbarian Hut Knight
Arrows Tornado
Arrows Tornado Magic Archer
Tornado Arrows Barbarian Hut Void Magic Archer Little Prince
Barbarian Hut Arrows Void Electro Giant Magic Archer
Barbarian Hut Tornado
Knight Tornado Little Prince
Arrows Knight Tornado Electro Giant Magic Archer
Arrows Barbarian Hut Tornado Magic Archer
Barbarian Hut Knight
Barbarian Hut Arrows Tornado Magic Archer
Barbarian Hut Knight
Barbarian Hut Tornado Electro Giant
Barbarian Hut Arrows Knight Tornado
Arrows Knight Barbarian Hut Tornado Magic Archer Little Prince
Arrows Tornado Knight Barbarian Hut Magic Archer Little Prince
Barbarian Hut Tornado
Arrows Knight Electro Giant Little Prince

Counters to secondary win conditions

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

Knight Barbarian Hut Void Electro Giant
Void Arrows Knight Magic Archer
Knight Barbarian Hut
Knight Barbarian Hut Tornado
Barbarian Hut Knight
Arrows Electro Giant Tornado Magic Archer
Knight Barbarian Hut Void
Knight Barbarian Hut
Void Knight Barbarian Hut Tornado Magic Archer
Barbarian Hut
Knight
Arrows Tornado Void Electro Giant
Knight Barbarian Hut
Barbarian Hut Electro Giant Magic Archer
Electro Giant Knight Barbarian Hut Tornado Magic Archer Little Prince
Arrows Barbarian Hut Electro Giant 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.)

Void Magic Archer Arrows Knight Barbarian Hut
Arrows Void Tornado Magic Archer
Arrows Barbarian Hut Void Magic Archer
Arrows Knight Barbarian Hut Void
Arrows Magic Archer
Arrows Electro Giant Tornado Magic Archer
Arrows Tornado Magic Archer
Arrows Barbarian Hut Tornado Magic Archer
Arrows Void Tornado
Tornado Void
Void Arrows Knight Tornado Magic Archer
Void Arrows Tornado Magic Archer
Knight Barbarian Hut Void Magic Archer
Arrows Void Magic Archer
Arrows Barbarian Hut Magic Archer
Arrows Barbarian Hut Magic Archer
Magic Archer Arrows Barbarian Hut
Arrows Tornado
Void Arrows Magic Archer
Arrows Tornado Electro Giant Magic Archer Little Prince
Void Magic Archer
Arrows Tornado Void
Void Tornado
Arrows Barbarian Hut Void
Arrows Tornado Electro Giant Magic Archer Little Prince
Arrows Void Tornado Magic Archer
Void Arrows Tornado Magic Archer
Void Arrows Tornado Magic Archer
Arrows Tornado Electro Giant Magic Archer Little Prince
Void Electro Giant
Void
Void Arrows Magic Archer
Void Arrows Magic Archer
Arrows Magic Archer
Barbarian Hut Void Magic Archer
Arrows Tornado Magic Archer
Arrows
Void Knight Magic Archer
Arrows Magic Archer
Void Arrows Tornado Electro Giant
Electro Giant Tornado Magic Archer
Tornado Void Magic Archer
Void Tornado Electro Giant Magic Archer Little Prince

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