My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 splash!

You don't have a card, that attacks air and has splash 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Dragon

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.

Knight Royal Giant Prince Bowler Royal Ghost Inferno Dragon Golden Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Void

Punishments

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

Royal Giant Prince Royal Ghost Golden Knight

Pump responses

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

Void

Dropped at the bridge

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

Knight Royal Giant Prince Royal Ghost

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.

Royal Ghost Golden Knight

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 Giant Prince Inferno Dragon
Giant Snowball
Inferno Dragon
Zap
Royal Giant Prince Inferno Dragon
Barbarian Barrel
Knight Royal Ghost
The Log
Royal Giant Prince
Earthquake
Arrows
Royal Delivery
Knight Prince Bowler Royal Ghost Inferno Dragon
Fireball
Bowler Inferno Dragon
Poison
Lightning
Knight Prince Bowler Inferno Dragon
Rocket
Prince Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bowler Royal Ghost

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 Prince Bowler Royal Ghost 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.

Royal Giant

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.

Knight Void Royal Ghost Inferno Dragon Golden Knight Prince Bowler Royal Giant

Shortest cycle

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

13 Knight Void Royal Ghost Inferno Dragon

Attack Synergies 0 7

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.

Knight
Prince
Royal Giant
Void Bowler Royal Ghost
Void
Royal Giant
Prince
Knight Bowler Royal Ghost
Bowler
Royal Giant Prince
Royal Ghost
Royal Giant Prince Golden Knight
Inferno Dragon
Golden Knight
Royal Ghost

Defense Synergies 0 2

Knight
Bowler
Royal Giant
Void
Prince
Bowler
Bowler
Knight Prince
Royal Ghost
Inferno Dragon
Golden Knight

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.

Bowler Knight Void Golden Knight
Inferno Dragon Knight Prince
Prince Bowler Knight Void Inferno Dragon
Prince Inferno Dragon Knight Bowler
Prince Bowler
Bowler Royal Ghost
Inferno Dragon Void
Bowler Void Golden Knight
Inferno Dragon Prince
Knight Prince Bowler Royal Ghost
Knight Bowler Royal Ghost
Inferno Dragon
Prince Bowler Knight
Bowler Prince Royal Ghost Golden Knight
Inferno Dragon Knight Prince
Prince Bowler Inferno Dragon
Knight Prince Bowler
Knight Prince Bowler Royal Ghost Golden Knight
Knight Bowler Royal Ghost Inferno Dragon
Prince Inferno Dragon
Bowler Royal Ghost Knight Prince

Counters to secondary win conditions

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

Knight Void Prince Bowler Royal Ghost
Void Knight Prince Bowler Royal Ghost Inferno Dragon
Knight Prince Bowler Golden Knight
Prince Bowler Knight
Knight Prince Bowler Inferno Dragon
Prince Knight Void Bowler
Knight Prince Inferno Dragon
Void Knight Prince Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Prince Bowler Golden Knight
Void Prince Bowler
Prince Bowler Knight Golden Knight
Bowler
Knight Prince Bowler Inferno Dragon Golden Knight
Bowler Royal Ghost Inferno Dragon Golden Knight

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.)

Void Knight Royal Ghost Golden Knight
Void Bowler Royal Ghost Golden Knight
Void
Knight Void Prince
Bowler
Bowler
Bowler
Void Golden Knight
Void Prince Bowler
Void Knight Prince Bowler Golden Knight
Void
Knight Void Bowler Golden Knight
Void
Prince
Bowler Golden Knight
Bowler
Void Prince Bowler
Bowler Golden Knight
Void Prince Bowler
Void
Void Prince Bowler
Void
Bowler
Inferno Dragon
Void Bowler Royal Ghost Golden Knight
Void Prince Bowler Golden Knight
Void Golden Knight
Void
Void Bowler
Void
Void
Prince
Bowler
Void Prince
Void Knight Prince Bowler
Bowler
Void
Prince
Bowler Golden Knight
Void
Void Prince Bowler Royal Ghost Golden Knight

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