My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Little Prince

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.

Skeletons Knight Little 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 Fireball

Punishments

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

Royal Hogs

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Knight Royal Hogs

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.

Electro Spirit Royal Hogs

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 Royal Hogs
Giant Snowball
Skeletons Royal Hogs Little Prince
Zap
Skeletons Royal Hogs Little Prince
Barbarian Barrel
Skeletons Electro Spirit Knight Bomb Tower Royal Hogs Little Prince
The Log
Skeletons Electro Spirit Royal Hogs Little Prince
Earthquake
Skeletons Bomb Tower Royal Hogs
Arrows
Skeletons Electro Spirit Royal Hogs Little Prince
Royal Delivery
Skeletons Electro Spirit Knight Royal Hogs Little Prince
Fireball
Bomb Tower Royal Hogs Little Prince
Poison
Bomb Tower Royal Hogs Little Prince
Lightning
Knight Bomb Tower Little Prince
Rocket
Bomb Tower Royal Hogs Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball Bomb Tower

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.

Electro Spirit Arrows Knight

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.

Fireball

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.

Fireball

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 Electro Spirit Arrows Knight Little Prince Fireball Bomb Tower Royal Hogs

Shortest cycle

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

8 Skeletons Electro Spirit 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
Electro Spirit
Fireball
Arrows
Fireball Royal Hogs Knight
Knight
Arrows Fireball Royal Hogs Little Prince
Fireball
Arrows Electro Spirit Knight Royal Hogs Little Prince
Bomb Tower
Royal Hogs
Arrows Knight Fireball Little Prince
Little Prince
Knight Fireball Royal Hogs

Defense Synergies 2 12

Skeletons
Electro Spirit Knight Bomb Tower Little Prince
Electro Spirit
Skeletons Little Prince
Arrows
Knight Fireball Bomb Tower Little Prince
Knight
Bomb Tower Little Prince Skeletons Arrows Fireball
Fireball
Arrows Knight Bomb Tower Little Prince
Bomb Tower
Knight Skeletons Arrows Fireball
Royal Hogs
Little Prince
Knight Skeletons Electro Spirit Arrows Fireball

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.

Knight Fireball
Bomb Tower Skeletons Knight
Bomb Tower Skeletons Knight
Bomb Tower Skeletons Knight
Arrows Fireball Bomb Tower
Arrows Fireball Skeletons Electro Spirit Bomb Tower
Electro Spirit Arrows Fireball Bomb Tower Little Prince
Electro Spirit Arrows Fireball Bomb Tower
Skeletons Bomb Tower
Knight Skeletons Little Prince
Skeletons Electro Spirit Arrows Knight Fireball Bomb Tower
Arrows Fireball
Bomb Tower Skeletons Knight Fireball
Fireball Bomb Tower Electro Spirit Arrows
Knight Bomb Tower
Bomb Tower Fireball
Bomb Tower Skeletons Arrows Knight Fireball
Arrows Fireball Bomb Tower Electro Spirit Knight Little Prince
Arrows Bomb Tower Electro Spirit Knight Fireball Little Prince
Bomb Tower
Electro Spirit Arrows Knight Fireball Bomb Tower Little Prince

Counters to secondary win conditions

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

Knight Skeletons Fireball
Fireball Arrows Knight Bomb Tower
Skeletons Knight Bomb Tower
Knight Fireball
Skeletons Knight
Arrows Fireball Skeletons Electro Spirit Bomb Tower
Skeletons Knight Fireball Bomb Tower
Knight Bomb Tower
Skeletons Electro Spirit Knight Fireball Bomb Tower
Skeletons
Knight Bomb Tower
Arrows Fireball
Skeletons Knight Fireball Bomb Tower
Fireball Bomb Tower
Skeletons Electro Spirit Knight Fireball Bomb Tower Little Prince
Arrows Electro Spirit Fireball Bomb Tower

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.)

Fireball Arrows Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball
Fireball Arrows
Arrows Fireball Electro Spirit
Arrows
Arrows Fireball
Arrows Fireball
Fireball
Arrows Knight Fireball
Fireball Arrows
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Little Prince
Fireball
Arrows Fireball
Arrows Fireball
Arrows Electro Spirit Fireball Little Prince
Arrows Fireball
Fireball Arrows
Fireball Arrows
Arrows Fireball Little Prince
Electro Spirit Fireball
Fireball
Arrows Fireball
Electro Spirit Arrows Fireball
Arrows Fireball
Electro Spirit Fireball
Fireball Arrows
Arrows Fireball
Fireball Knight
Arrows Fireball
Arrows Fireball
Electro Spirit Fireball
Fireball
Fireball Little Prince

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