My Best Clash Royale Deck

Deck Check Rating

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

2 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-air high-damage unit!

You don't have a unit, that attacks air 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!
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.

Baby Dragon

Defensive buildings

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

X-Bow

Investments

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

Royal Recruits Baby Dragon Dark Prince X-Bow

Offensive cards

Win conditions

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

X-Bow Miner Graveyard

Damage spells

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

Earthquake

Punishments

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

Royal Recruits Dark Prince X-Bow Miner Graveyard

Pump responses

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

Earthquake Miner Graveyard

Dropped at the bridge

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

Royal Recruits Baby Dragon Dark Prince X-Bow

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 Graveyard

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
Royal Recruits Guards Dark Prince Miner Graveyard
Giant Snowball
Royal Recruits Guards Baby Dragon Miner Graveyard
Zap
Guards Dark Prince X-Bow Graveyard
Barbarian Barrel
Royal Recruits Guards Dark Prince X-Bow Graveyard
The Log
Royal Recruits Guards Dark Prince X-Bow Graveyard
Earthquake
Guards X-Bow Graveyard
Arrows
Royal Recruits Guards Graveyard
Royal Delivery
Royal Recruits Guards Baby Dragon Dark Prince Miner Graveyard
Fireball
Baby Dragon X-Bow
Poison
Royal Recruits Guards X-Bow Graveyard
Lightning
Baby Dragon Dark Prince X-Bow
Rocket
X-Bow

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Baby Dragon 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.

Royal Recruits Guards Baby Dragon Dark Prince Miner

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.

Graveyard

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.

Earthquake Guards Miner Baby Dragon Dark Prince Graveyard X-Bow Royal Recruits

Shortest cycle

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

13 Earthquake Guards Miner Baby Dragon

Attack Synergies 2 11

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.

Royal Recruits
Graveyard
Earthquake
Dark Prince Graveyard
Guards
Miner X-Bow Graveyard
Baby Dragon
Graveyard Dark Prince Miner
Dark Prince
Earthquake Baby Dragon X-Bow Miner Graveyard
X-Bow
Guards Dark Prince
Miner
Guards Baby Dragon Dark Prince Graveyard
Graveyard
Baby Dragon Royal Recruits Earthquake Guards Dark Prince Miner

Defense Synergies 0 4

Royal Recruits
Earthquake
X-Bow
Guards
Baby Dragon X-Bow
Baby Dragon
Guards Dark Prince
Dark Prince
Baby Dragon
X-Bow
Earthquake Guards
Miner
Graveyard

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 Royal Recruits Baby Dragon X-Bow
Royal Recruits Dark Prince X-Bow
Royal Recruits Dark Prince
Royal Recruits Guards Dark Prince
Royal Recruits Earthquake Dark Prince X-Bow
Earthquake Guards Baby Dragon Dark Prince X-Bow
Baby Dragon X-Bow
Earthquake Royal Recruits Baby Dragon X-Bow
Royal Recruits X-Bow
Guards Royal Recruits Dark Prince Miner
Guards Royal Recruits Earthquake Baby Dragon Dark Prince X-Bow
Baby Dragon
Royal Recruits Earthquake Guards Dark Prince X-Bow
Royal Recruits Earthquake Guards Baby Dragon Dark Prince X-Bow
Royal Recruits X-Bow
Royal Recruits X-Bow
Royal Recruits Dark Prince X-Bow
Royal Recruits Guards Baby Dragon Dark Prince X-Bow
Earthquake Baby Dragon Royal Recruits Guards Dark Prince
Royal Recruits
Royal Recruits Dark Prince Earthquake Guards Baby Dragon

Counters to secondary win conditions

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

Royal Recruits Guards Dark Prince X-Bow
Baby Dragon X-Bow Miner
Royal Recruits Guards Dark Prince
Royal Recruits Guards Dark Prince X-Bow
Royal Recruits Guards Dark Prince
Baby Dragon
Royal Recruits Guards Dark Prince
Royal Recruits Dark Prince
Royal Recruits Baby Dragon Dark Prince X-Bow
Royal Recruits Guards
Royal Recruits Guards Dark Prince
Royal Recruits Guards Dark Prince
Royal Recruits Dark Prince Guards
Royal Recruits Baby Dragon
Royal Recruits Guards Baby Dragon Dark Prince X-Bow
Royal Recruits Earthquake Baby Dragon 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 Royal Recruits Guards Baby Dragon X-Bow
Baby Dragon X-Bow Miner
Earthquake Baby Dragon X-Bow Miner
Earthquake Royal Recruits Guards Dark Prince
Earthquake Baby Dragon Dark Prince
Baby Dragon
Earthquake Baby Dragon
Earthquake X-Bow Baby Dragon
Miner X-Bow
Guards X-Bow
Miner Royal Recruits Earthquake Dark Prince X-Bow
Baby Dragon
Earthquake Baby Dragon Miner
Earthquake Baby Dragon X-Bow
Earthquake Baby Dragon X-Bow
Earthquake X-Bow Baby Dragon
Earthquake Royal Recruits Baby Dragon X-Bow
Earthquake
Earthquake Baby Dragon Dark Prince X-Bow
Earthquake Baby Dragon X-Bow Miner
Earthquake Baby Dragon X-Bow
X-Bow
Earthquake Royal Recruits Baby Dragon X-Bow
Earthquake Baby Dragon Dark Prince
X-Bow Miner Earthquake Baby Dragon
Baby Dragon X-Bow Miner
Miner Baby Dragon X-Bow
Baby Dragon X-Bow
Guards
Earthquake X-Bow Miner
Earthquake
Earthquake Royal Recruits Guards Dark Prince X-Bow
Baby Dragon
Miner Baby Dragon Dark Prince
Earthquake Baby Dragon
Royal Recruits Dark Prince
Royal Recruits Guards Baby Dragon
Royal Recruits Baby Dragon Dark Prince X-Bow Miner

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