My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Hunter

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 Battle Ram Hunter Prince Fisherman

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Poison

Punishments

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

Battle Ram Prince

Pump responses

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

Poison

Dropped at the bridge

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

Knight Battle Ram 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
Battle Ram Skeleton Army Prince Fisherman
Giant Snowball
Battle Ram Skeleton Army Fisherman
Zap
Battle Ram Skeleton Army Prince Fisherman
Barbarian Barrel
Knight Battle Ram Skeleton Army Hunter
The Log
Battle Ram Skeleton Army Hunter Prince Fisherman
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Battle Ram Skeleton Army Hunter Prince Fisherman
Fireball
Battle Ram Skeleton Army Hunter Fisherman
Poison
Skeleton Army Hunter Fisherman
Lightning
Knight Battle Ram Hunter Prince Fisherman
Rocket
Hunter Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Poison Hunter

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Knight Battle Ram Skeleton Army Poison Prince

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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Skeleton Army Fisherman Battle Ram Poison Hunter Prince

Shortest cycle

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

12 Arrows Knight Skeleton Army Fisherman

Attack Synergies 3 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.

Arrows
Knight Battle Ram Prince
Knight
Battle Ram Arrows Poison Hunter Prince
Battle Ram
Knight Poison Arrows Hunter
Skeleton Army
Poison
Battle Ram Knight Prince
Hunter
Fisherman Knight Battle Ram Prince
Prince
Arrows Knight Poison Hunter
Fisherman
Hunter

Defense Synergies 2 8

Arrows
Knight Prince
Knight
Hunter Arrows Skeleton Army Poison Fisherman
Battle Ram
Skeleton Army
Knight Prince
Poison
Knight
Hunter
Knight Fisherman Prince
Prince
Arrows Skeleton Army Hunter Fisherman
Fisherman
Hunter Knight 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.

Knight
Skeleton Army Hunter Knight Prince Fisherman
Skeleton Army Hunter Prince Fisherman Knight
Skeleton Army Hunter Prince Knight Fisherman
Arrows Skeleton Army Poison Prince
Arrows Skeleton Army Hunter
Hunter Arrows Poison
Arrows Poison
Hunter Skeleton Army Prince Fisherman
Knight Skeleton Army Hunter Prince Fisherman
Skeleton Army Poison Arrows Knight Hunter Fisherman
Arrows Hunter Poison
Skeleton Army Hunter Prince Knight
Skeleton Army Arrows Poison Hunter Prince
Skeleton Army Knight Hunter Prince
Skeleton Army Hunter Prince Fisherman
Arrows Knight Skeleton Army Poison Hunter Prince Fisherman
Arrows Knight Skeleton Army Hunter Prince Fisherman
Arrows Poison Hunter Knight Fisherman
Hunter Prince Fisherman
Skeleton Army Arrows Knight Poison Hunter Prince Fisherman

Counters to secondary win conditions

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

Knight Skeleton Army Prince Fisherman
Poison Arrows Knight Hunter Prince Fisherman
Skeleton Army Knight Hunter Prince Fisherman
Skeleton Army Hunter Prince Knight Fisherman
Knight Skeleton Army Hunter Prince Fisherman
Arrows Poison Hunter
Skeleton Army Prince Knight Hunter
Knight Skeleton Army Hunter Prince Fisherman
Knight Skeleton Army Poison Prince
Skeleton Army
Knight Hunter Prince
Skeleton Army Arrows Poison Prince
Skeleton Army Prince Knight Hunter
Skeleton Army
Skeleton Army Knight Poison Hunter Prince Fisherman
Arrows Poison Hunter

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.)

Poison Arrows Knight
Arrows Poison Fisherman
Arrows Poison
Arrows Knight Poison Prince
Poison Arrows
Arrows Poison Hunter
Arrows Poison
Arrows Poison Hunter
Arrows Poison Fisherman
Poison Prince Fisherman
Poison Arrows Knight Prince Fisherman
Poison Arrows
Poison Knight Hunter Fisherman
Arrows Poison Fisherman
Arrows Poison Prince Fisherman
Arrows Poison Hunter
Arrows Poison
Arrows Poison
Fisherman
Arrows Poison Hunter Prince Fisherman
Arrows Poison
Poison Prince
Arrows Poison
Prince Fisherman
Arrows Poison
Arrows Poison Hunter
Fisherman
Arrows Poison Hunter Fisherman
Arrows Poison Prince Fisherman
Poison Arrows Fisherman
Poison Arrows Hunter
Poison
Poison Arrows Hunter
Arrows Poison
Prince
Arrows Poison
Skeleton Army Prince
Poison Arrows Hunter
Arrows
Poison Knight Hunter Prince
Arrows Poison
Arrows Poison
Prince
Poison
Poison
Poison Prince

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