My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard Inferno Dragon

Defensive buildings

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

Mortar

Investments

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

Archers Knight Wizard Dark Prince Inferno Dragon

Offensive cards

Win conditions

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

Mortar Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Mortar Goblin Barrel Dark Prince

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Knight Mortar 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.

Goblin Barrel 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
Archers Goblin Barrel Dark Prince Inferno Dragon
Giant Snowball
Archers Goblin Barrel Inferno Dragon
Zap
Archers Mortar Goblin Barrel Dark Prince Inferno Dragon
Barbarian Barrel
Archers Knight Mortar Wizard Goblin Barrel Dark Prince
The Log
Archers Goblin Barrel Dark Prince
Earthquake
Archers Mortar Goblin Barrel
Arrows
Archers Goblin Barrel
Royal Delivery
Archers Knight Wizard Goblin Barrel Dark Prince Inferno Dragon
Fireball
Archers Mortar Wizard Goblin Barrel Inferno Dragon
Poison
Archers Mortar Wizard
Lightning
Knight Mortar Wizard Dark Prince Inferno Dragon
Rocket
Mortar Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball 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.

Knight Dark Prince Inferno Dragon

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 Goblin Barrel

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 Wizard Goblin Barrel

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.

Archers Knight Goblin Barrel Mortar Fireball Dark Prince Inferno Dragon Wizard

Shortest cycle

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

13 Archers Knight Goblin Barrel Mortar

Attack Synergies 4 9

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.

Archers
Knight Mortar Dark Prince Inferno Dragon
Knight
Archers Mortar Goblin Barrel Fireball Wizard
Mortar
Knight Archers Fireball Dark Prince
Fireball
Knight Mortar Dark Prince
Wizard
Knight Dark Prince
Goblin Barrel
Knight Dark Prince
Dark Prince
Goblin Barrel Archers Mortar Fireball Wizard
Inferno Dragon
Archers

Defense Synergies 1 10

Archers
Knight Mortar Dark Prince
Knight
Archers Mortar Fireball Wizard
Mortar
Archers Knight Fireball Wizard Inferno Dragon
Fireball
Knight Mortar Dark Prince
Wizard
Knight Mortar Dark Prince
Goblin Barrel
Dark Prince
Archers Fireball Wizard
Inferno Dragon
Mortar

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 Mortar Fireball Wizard
Inferno Dragon Knight Mortar Dark Prince
Mortar Archers Knight Dark Prince Inferno Dragon
Inferno Dragon Knight Mortar Dark Prince
Fireball Dark Prince
Fireball Archers Dark Prince
Inferno Dragon Archers Mortar Fireball Wizard
Fireball
Inferno Dragon Mortar
Knight Archers Dark Prince
Archers Knight Fireball Wizard Dark Prince
Inferno Dragon Archers Fireball Wizard
Mortar Knight Fireball Wizard Dark Prince
Fireball Wizard Mortar Dark Prince
Inferno Dragon Knight Mortar
Mortar Fireball Inferno Dragon
Wizard Knight Mortar Fireball Dark Prince
Mortar Fireball Archers Knight Wizard Dark Prince
Mortar Wizard Archers Knight Fireball Dark Prince Inferno Dragon
Mortar Inferno Dragon
Wizard Dark Prince Archers Knight Fireball

Counters to secondary win conditions

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

Knight Archers Fireball Dark Prince
Fireball Archers Knight Mortar Wizard Inferno Dragon
Knight Dark Prince
Dark Prince Knight Fireball
Knight Dark Prince Inferno Dragon
Fireball Wizard Archers
Dark Prince Archers Knight Fireball
Knight Dark Prince Inferno Dragon
Knight Mortar Fireball Dark Prince Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Dark Prince
Fireball Dark Prince
Dark Prince Knight Fireball Wizard
Wizard Archers Fireball
Archers Knight Mortar Fireball Dark Prince Inferno Dragon
Archers Fireball Wizard Dark Prince Inferno Dragon

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 Knight Mortar
Mortar Fireball
Fireball
Knight Fireball Dark Prince
Fireball Wizard Mortar Dark Prince
Fireball Wizard
Archers Mortar Wizard
Fireball Wizard
Fireball Mortar Wizard
Fireball
Knight Mortar Fireball Wizard Dark Prince
Fireball Archers Wizard
Knight Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball Wizard
Mortar Fireball Wizard
Mortar Fireball
Archers Mortar Fireball Wizard Dark Prince
Mortar Fireball Wizard
Fireball
Fireball Wizard
Mortar Fireball
Mortar Fireball Wizard Dark Prince
Inferno Dragon
Mortar Fireball Wizard
Fireball Mortar Wizard
Fireball Mortar
Archers Fireball Wizard
Fireball Wizard
Fireball
Mortar Fireball Wizard
Fireball
Fireball Wizard
Archers Fireball Dark Prince
Fireball Archers Wizard
Fireball
Fireball Knight Wizard Dark Prince
Mortar Fireball Wizard
Fireball
Dark Prince
Fireball
Fireball
Mortar Fireball Dark Prince

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