My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Goblin Gang Firecracker Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Firecracker Wizard Dark Prince

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Earthquake

Punishments

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

Goblin Gang Royal Hogs Dark Prince

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblin Gang Royal Hogs Dark 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.

Firecracker Royal Hogs Dark Prince

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
Goblin Gang Royal Hogs Dark Prince
Giant Snowball
Goblin Gang Royal Hogs
Zap
Goblin Gang Firecracker Royal Hogs Dark Prince
Barbarian Barrel
Goblin Gang Firecracker Bomb Tower Wizard Royal Hogs Dark Prince
The Log
Goblin Gang Firecracker Royal Hogs Dark Prince
Earthquake
Goblin Gang Firecracker Bomb Tower Royal Hogs
Arrows
Goblin Gang Firecracker Royal Hogs
Royal Delivery
Goblin Gang Firecracker Wizard Royal Hogs Dark Prince
Fireball
Goblin Gang Firecracker Bomb Tower Wizard Royal Hogs
Poison
Goblin Gang Firecracker Bomb Tower Wizard Royal Hogs
Lightning
Bomb Tower Wizard Dark Prince
Rocket
Bomb Tower Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Earthquake Bomb Tower Wizard Dark Prince

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 Dark Prince

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 Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Firecracker Earthquake Bomb Tower Dark Prince Wizard Royal Hogs

Shortest cycle

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

12 Arrows Goblin Gang Firecracker Earthquake

Attack Synergies 2 12

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
Royal Hogs Earthquake Dark Prince
Goblin Gang
Firecracker Royal Hogs Dark Prince
Firecracker
Goblin Gang Earthquake Royal Hogs Dark Prince
Earthquake
Royal Hogs Arrows Firecracker Dark Prince
Bomb Tower
Wizard
Royal Hogs Dark Prince
Royal Hogs
Arrows Earthquake Goblin Gang Firecracker Wizard Dark Prince
Dark Prince
Arrows Goblin Gang Firecracker Earthquake Wizard Royal Hogs

Defense Synergies 0 10

Arrows
Bomb Tower Dark Prince
Goblin Gang
Firecracker Bomb Tower Dark Prince
Firecracker
Goblin Gang Earthquake Bomb Tower Dark Prince
Earthquake
Firecracker Bomb Tower
Bomb Tower
Arrows Goblin Gang Firecracker Earthquake
Wizard
Dark Prince
Royal Hogs
Dark Prince
Arrows Goblin Gang Firecracker Wizard

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.

Earthquake Firecracker Wizard
Bomb Tower Goblin Gang Firecracker Dark Prince
Goblin Gang Bomb Tower Dark Prince
Bomb Tower Goblin Gang Firecracker Dark Prince
Arrows Firecracker Earthquake Bomb Tower Dark Prince
Arrows Goblin Gang Firecracker Earthquake Bomb Tower Dark Prince
Arrows Goblin Gang Firecracker Bomb Tower Wizard
Earthquake Arrows Bomb Tower
Goblin Gang Bomb Tower
Goblin Gang Firecracker Dark Prince
Goblin Gang Arrows Firecracker Earthquake Bomb Tower Wizard Dark Prince
Arrows Goblin Gang Firecracker Wizard
Bomb Tower Goblin Gang Earthquake Wizard Dark Prince
Bomb Tower Wizard Arrows Goblin Gang Firecracker Earthquake Dark Prince
Goblin Gang Bomb Tower
Bomb Tower Goblin Gang
Bomb Tower Wizard Arrows Goblin Gang Firecracker Dark Prince
Arrows Bomb Tower Goblin Gang Firecracker Wizard Dark Prince
Arrows Earthquake Bomb Tower Wizard Firecracker Dark Prince
Bomb Tower
Goblin Gang Wizard Dark Prince Arrows Firecracker Earthquake Bomb Tower

Counters to secondary win conditions

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

Goblin Gang Dark Prince
Arrows Goblin Gang Firecracker Bomb Tower Wizard
Goblin Gang Bomb Tower Dark Prince
Goblin Gang Dark Prince
Goblin Gang Dark Prince
Arrows Firecracker Wizard Goblin Gang Bomb Tower
Goblin Gang Dark Prince Bomb Tower
Bomb Tower Dark Prince
Firecracker Bomb Tower Dark Prince
Goblin Gang
Bomb Tower Dark Prince
Arrows Dark Prince
Dark Prince Goblin Gang Bomb Tower Wizard
Wizard Firecracker Bomb Tower
Goblin Gang Firecracker Bomb Tower Dark Prince
Arrows Firecracker Earthquake Bomb Tower Wizard Dark Prince

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.)

Earthquake Arrows Firecracker
Arrows Firecracker
Earthquake Arrows
Earthquake Arrows Firecracker Dark Prince
Wizard Arrows Firecracker Earthquake Dark Prince
Arrows Firecracker Wizard
Arrows Firecracker Earthquake Wizard
Arrows Earthquake Firecracker Wizard
Arrows Firecracker Wizard
Goblin Gang
Firecracker Arrows Earthquake Wizard Dark Prince
Arrows Firecracker Wizard
Earthquake Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker Wizard
Earthquake Arrows Firecracker Wizard
Arrows Earthquake
Arrows Firecracker Earthquake Wizard Dark Prince
Arrows Firecracker Earthquake Wizard
Earthquake
Arrows Wizard
Earthquake Arrows
Arrows Firecracker Earthquake Wizard Dark Prince
Arrows Firecracker Earthquake Wizard
Arrows Wizard
Arrows Firecracker
Arrows Firecracker Wizard
Firecracker Wizard
Arrows Earthquake Wizard
Arrows Firecracker
Arrows Firecracker Earthquake Wizard
Earthquake Goblin Gang Dark Prince
Arrows Firecracker Wizard
Arrows
Goblin Gang Firecracker Wizard Dark Prince
Arrows Firecracker Earthquake Wizard
Arrows
Firecracker Dark Prince
Goblin Gang Firecracker
Firecracker
Firecracker Dark Prince

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