My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Hunter Electro Wizard

Defensive buildings

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

Mortar Inferno Tower

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 Hunter Prince Electro Wizard

Offensive cards

Win conditions

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

Mortar Miner

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.

Mortar Dark Prince Prince Miner

Pump responses

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

Miner

Dropped at the bridge

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

Mortar Dark Prince 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.

Dark Prince Miner Electro Wizard

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
Dark Prince Prince Miner
Giant Snowball
Miner
Zap
Mortar Inferno Tower Dark Prince Prince
Barbarian Barrel
Mortar Inferno Tower Dark Prince Hunter Electro Wizard
The Log
Dark Prince Hunter Prince
Earthquake
Mortar Inferno Tower
Arrows
Royal Delivery
Dark Prince Hunter Prince Miner Electro Wizard
Fireball
Mortar Inferno Tower Hunter Electro Wizard
Poison
Mortar Inferno Tower Hunter Electro Wizard
Lightning
Mortar Inferno Tower Dark Prince Hunter Prince Electro Wizard
Rocket
Mortar Inferno Tower Hunter Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Dark Prince Hunter

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 Inferno Tower Dark Prince Prince Miner

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.

Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Miner Mortar Dark Prince Hunter Electro Wizard Inferno Tower Prince

Shortest cycle

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

14 Arrows Miner Mortar Dark Prince

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
Mortar Dark Prince Prince Miner
Mortar
Miner Arrows Dark Prince Hunter
Inferno Tower
Dark Prince
Prince Arrows Mortar Miner Electro Wizard
Hunter
Mortar Prince
Prince
Dark Prince Arrows Hunter Miner Electro Wizard
Miner
Mortar Arrows Dark Prince Prince Electro Wizard
Electro Wizard
Dark Prince Prince Miner

Defense Synergies 1 14

Arrows
Mortar Inferno Tower Dark Prince Prince
Mortar
Arrows Inferno Tower Electro Wizard
Inferno Tower
Electro Wizard Arrows Mortar Dark Prince Prince
Dark Prince
Arrows Inferno Tower Hunter Prince Electro Wizard
Hunter
Dark Prince Prince Electro Wizard
Prince
Arrows Inferno Tower Dark Prince Hunter Electro Wizard
Miner
Electro Wizard
Inferno Tower Mortar Dark Prince Hunter Prince

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.

Mortar Inferno Tower Electro Wizard
Inferno Tower Hunter Mortar Dark Prince Prince Electro Wizard
Mortar Inferno Tower Hunter Prince Dark Prince Electro Wizard
Inferno Tower Hunter Prince Mortar Dark Prince Electro Wizard
Arrows Dark Prince Prince
Arrows Dark Prince Hunter Electro Wizard
Inferno Tower Hunter Electro Wizard Arrows Mortar
Arrows Inferno Tower Electro Wizard
Inferno Tower Hunter Mortar Prince
Inferno Tower Dark Prince Hunter Prince Miner Electro Wizard
Electro Wizard Arrows Dark Prince Hunter
Arrows Inferno Tower Hunter Electro Wizard
Mortar Inferno Tower Hunter Prince Dark Prince Electro Wizard
Arrows Mortar Dark Prince Hunter Prince Electro Wizard
Inferno Tower Mortar Hunter Prince Electro Wizard
Inferno Tower Mortar Hunter Prince Electro Wizard
Arrows Mortar Inferno Tower Dark Prince Hunter Prince Electro Wizard
Arrows Mortar Dark Prince Hunter Prince Electro Wizard
Arrows Mortar Hunter Dark Prince Electro Wizard
Mortar Inferno Tower Hunter Prince Electro Wizard
Dark Prince Arrows Hunter Prince Electro Wizard

Counters to secondary win conditions

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

Inferno Tower Dark Prince Prince Electro Wizard
Electro Wizard Arrows Mortar Hunter Prince Miner
Inferno Tower Dark Prince Hunter Prince Electro Wizard
Dark Prince Hunter Prince Inferno Tower Electro Wizard
Inferno Tower Dark Prince Hunter Prince
Arrows Hunter Electro Wizard
Dark Prince Prince Inferno Tower Hunter Electro Wizard
Inferno Tower Dark Prince Hunter Prince
Electro Wizard Mortar Inferno Tower Dark Prince Prince
Inferno Tower
Inferno Tower Dark Prince Hunter Prince
Arrows Dark Prince Prince Electro Wizard
Dark Prince Prince Inferno Tower Hunter
Inferno Tower Electro Wizard Mortar Dark Prince Hunter Prince
Arrows Inferno Tower Dark Prince Hunter Electro Wizard

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.)

Arrows Mortar
Arrows Mortar Miner Electro Wizard
Arrows Miner
Arrows Dark Prince Prince
Arrows Mortar Dark Prince
Arrows Hunter
Arrows Mortar
Arrows Hunter
Arrows Miner Mortar
Prince Electro Wizard
Miner Arrows Mortar Dark Prince Prince Electro Wizard
Arrows
Mortar Hunter Miner
Arrows Mortar
Arrows Mortar Prince
Arrows Mortar Hunter
Arrows Mortar
Arrows Mortar
Arrows Mortar Dark Prince Hunter Prince Electro Wizard
Arrows Mortar Miner
Prince
Arrows
Prince
Arrows Mortar
Arrows Mortar Dark Prince Hunter
Arrows Mortar Miner Hunter Electro Wizard
Arrows Mortar Prince Miner
Miner Arrows Mortar
Arrows Hunter Electro Wizard
Electro Wizard
Arrows Mortar Hunter Miner
Arrows Electro Wizard
Prince
Arrows
Electro Wizard Dark Prince Prince
Arrows Hunter Electro Wizard
Arrows
Miner Dark Prince Hunter Prince Electro Wizard
Arrows Mortar
Arrows
Dark Prince Prince
Electro Wizard
Electro Wizard
Mortar Dark Prince Prince Miner Electro Wizard

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