My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Electro Wizard

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 Dark Prince Prince Electro Wizard

Offensive cards

Win conditions

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

Mortar Royal Hogs

Damage spells

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

Zap

Punishments

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

Mortar Royal Hogs 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.

Knight Mortar Royal Hogs 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar 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 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Knight Mortar Dark Prince Electro Wizard Royal Hogs Prince

Shortest cycle

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

12 Zap Archers Knight Mortar

Attack Synergies 5 17

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.

Zap
Prince Electro Wizard Archers Knight Mortar Royal Hogs Dark Prince
Archers
Knight Zap Mortar Royal Hogs Dark Prince Prince
Knight
Archers Mortar Zap Royal Hogs Prince Electro Wizard
Mortar
Knight Zap Archers Dark Prince
Royal Hogs
Zap Archers Knight Dark Prince Electro Wizard
Dark Prince
Prince Zap Archers Mortar Royal Hogs Electro Wizard
Prince
Zap Dark Prince Archers Knight Electro Wizard
Electro Wizard
Zap Knight Royal Hogs Dark Prince Prince

Defense Synergies 3 13

Zap
Electro Wizard Archers Knight Mortar Dark Prince Prince
Archers
Knight Zap Mortar Dark Prince Electro Wizard
Knight
Archers Electro Wizard Zap Mortar
Mortar
Zap Archers Knight Electro Wizard
Royal Hogs
Dark Prince
Zap Archers Prince Electro Wizard
Prince
Zap Dark Prince Electro Wizard
Electro Wizard
Zap Knight Archers Mortar Dark Prince 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.

Zap Knight Mortar Electro Wizard
Zap Knight Mortar Dark Prince Prince Electro Wizard
Mortar Prince Archers Knight Dark Prince Electro Wizard
Prince Knight Mortar Dark Prince Electro Wizard
Dark Prince Prince
Zap Archers Dark Prince Electro Wizard
Electro Wizard Zap Archers Mortar
Zap Electro Wizard
Mortar Prince
Knight Archers Dark Prince Prince Electro Wizard
Archers Electro Wizard Zap Knight Dark Prince
Zap Archers Electro Wizard
Mortar Prince Zap Knight Dark Prince Electro Wizard
Zap Mortar Dark Prince Prince Electro Wizard
Knight Mortar Prince Electro Wizard
Zap Mortar Prince Electro Wizard
Knight Mortar Dark Prince Prince Electro Wizard
Mortar Zap Archers Knight Dark Prince Prince Electro Wizard
Zap Mortar Archers Knight Dark Prince Electro Wizard
Mortar Prince Electro Wizard
Dark Prince Archers Knight Prince Electro Wizard

Counters to secondary win conditions

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

Knight Zap Archers Dark Prince Prince Electro Wizard
Electro Wizard Zap Archers Knight Mortar Prince
Zap Knight Dark Prince Prince Electro Wizard
Dark Prince Prince Zap Knight Electro Wizard
Knight Dark Prince Prince
Zap Archers Electro Wizard
Dark Prince Prince Archers Knight Electro Wizard
Knight Dark Prince Prince
Zap Electro Wizard Knight Mortar Dark Prince Prince
Knight Dark Prince Prince
Zap Dark Prince Prince Electro Wizard
Dark Prince Prince Knight
Archers
Electro Wizard Zap Archers Knight Mortar Dark Prince Prince
Zap Archers Dark Prince 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.)

Knight Mortar
Mortar Zap Electro Wizard
Knight Dark Prince Prince
Zap Mortar Dark Prince
Zap
Archers Mortar
Zap
Zap Mortar
Prince Electro Wizard
Zap Knight Mortar Dark Prince Prince Electro Wizard
Zap Archers
Knight Mortar
Mortar
Zap Mortar Prince
Zap Mortar
Mortar
Mortar
Zap Archers Mortar Dark Prince Prince Electro Wizard
Zap Mortar
Prince
Prince
Zap Mortar
Zap Mortar Dark Prince
Mortar Zap Electro Wizard
Zap Mortar Prince
Zap Mortar
Zap Archers Electro Wizard
Zap Electro Wizard
Zap Mortar
Zap Electro Wizard
Prince
Zap Electro Wizard Archers Dark Prince Prince
Zap Archers Electro Wizard
Knight Dark Prince Prince Electro Wizard
Zap Mortar
Zap
Dark Prince Prince
Zap Electro Wizard
Zap Electro Wizard
Zap Mortar Dark Prince Prince Electro Wizard

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