My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard

Defensive buildings

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

Missing

Investments

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

Giant Wizard Dark Prince Prince Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rage The Log

Punishments

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

Giant Dark Prince Prince

Pump responses

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

Missing

Dropped at the bridge

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

Giant 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 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
Giant Dark Prince Prince
Giant Snowball
Zap
Dark Prince Prince
Barbarian Barrel
Wizard Dark Prince Electro Wizard
The Log
Dark Prince Prince
Earthquake
Arrows
Royal Delivery
Wizard Dark Prince Prince Electro Wizard
Fireball
Wizard Electro Wizard
Poison
Wizard Electro Wizard
Lightning
Wizard Dark Prince Prince Electro Wizard
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince The Log

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 Rage Dark Prince 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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Arrows Dark Prince Electro Wizard Giant Wizard Prince

Shortest cycle

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

11 Rage The Log Arrows Dark Prince

Attack Synergies 5 14

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
Giant Dark Prince Prince
Giant
Arrows Rage Dark Prince Prince Wizard The Log Electro Wizard
Wizard
Giant Rage Dark Prince Prince
Rage
Giant Wizard Dark Prince Prince Electro Wizard
Dark Prince
Giant Prince Arrows Wizard Rage Electro Wizard
Prince
Giant Dark Prince Arrows Wizard Rage The Log Electro Wizard
The Log
Giant Prince
Electro Wizard
Giant Rage Dark Prince Prince

Defense Synergies 1 11

Arrows
Dark Prince Prince
Giant
Wizard
Dark Prince Prince The Log Electro Wizard
Rage
Dark Prince
Arrows Wizard Prince The Log Electro Wizard
Prince
The Log Arrows Wizard Dark Prince Electro Wizard
The Log
Prince Wizard Dark Prince Electro Wizard
Electro Wizard
Wizard Dark Prince Prince The Log

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.

Wizard The Log Electro Wizard
Dark Prince Prince The Log Electro Wizard
Prince Dark Prince Electro Wizard
Prince Dark Prince Electro Wizard
Arrows Dark Prince Prince The Log
Arrows The Log Dark Prince Electro Wizard
Electro Wizard Arrows Wizard
Arrows The Log Electro Wizard
Prince
Dark Prince Prince Electro Wizard
Electro Wizard Arrows Wizard Dark Prince The Log
Arrows Wizard Electro Wizard
Prince Wizard Dark Prince The Log Electro Wizard
Wizard Arrows Dark Prince Prince The Log Electro Wizard
Prince Electro Wizard
Prince The Log Electro Wizard
Wizard Arrows Dark Prince Prince Electro Wizard
Arrows Wizard Dark Prince Prince The Log Electro Wizard
Arrows Wizard The Log Dark Prince Electro Wizard
Prince Electro Wizard
Wizard Dark Prince Arrows Prince The Log Electro Wizard

Counters to secondary win conditions

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

Dark Prince Prince Electro Wizard
Electro Wizard Arrows Wizard Prince The Log
Dark Prince Prince The Log Electro Wizard
Dark Prince Prince The Log Electro Wizard
Dark Prince Prince
Arrows Wizard Electro Wizard
Dark Prince Prince Electro Wizard
Dark Prince Prince
Electro Wizard Dark Prince Prince The Log
Dark Prince Prince
Arrows Dark Prince Prince The Log Electro Wizard
Dark Prince Prince Wizard
Wizard
Electro Wizard Dark Prince Prince The Log
Arrows Wizard Dark Prince The Log 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 The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Dark Prince Prince The Log
Wizard Arrows Dark Prince The Log
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Prince Electro Wizard
Arrows Wizard Dark Prince Prince The Log Electro Wizard
Arrows Wizard
The Log
Arrows
Arrows Prince The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Arrows Wizard Dark Prince Prince The Log Electro Wizard
Arrows Wizard The Log
Prince The Log
Arrows Wizard
Prince The Log
Arrows The Log
Arrows The Log Wizard Dark Prince
Arrows The Log Wizard Electro Wizard
Arrows Wizard Prince The Log
Arrows The Log
Arrows Wizard Electro Wizard
Electro Wizard Wizard
Arrows Wizard The Log
Arrows Electro Wizard
Prince
Arrows Wizard The Log
Electro Wizard Dark Prince Prince
Arrows Wizard Electro Wizard
Arrows The Log
Wizard Dark Prince Prince Electro Wizard
Arrows The Log Wizard
Arrows
Dark Prince Prince
The Log Electro Wizard
Electro Wizard
Dark Prince Prince The Log Electro Wizard

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