My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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!
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.

Magic Archer Little Prince

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.

Skeletons Dark Prince Magic Archer Sparky Little Prince

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

The Log

Punishments

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

Goblin Barrel Dark Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Dark Prince Magic Archer

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 Magic Archer

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
Skeletons Goblin Barrel Guards Dark Prince Sparky
Giant Snowball
Skeletons Goblin Barrel Guards Little Prince
Zap
Skeletons Goblin Barrel Guards Dark Prince Sparky Little Prince
Barbarian Barrel
Skeletons Goblin Barrel Guards Dark Prince Magic Archer Sparky Little Prince
The Log
Skeletons Goblin Barrel Guards Dark Prince Sparky Little Prince
Earthquake
Skeletons Goblin Barrel Guards
Arrows
Skeletons Goblin Barrel Guards Little Prince
Royal Delivery
Skeletons Goblin Barrel Guards Dark Prince Magic Archer Sparky Little Prince
Fireball
Goblin Barrel Magic Archer Sparky Little Prince
Poison
Guards Magic Archer Sparky Little Prince
Lightning
Dark Prince Magic Archer Sparky Little Prince
Rocket
Magic Archer Sparky Little Prince

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince The Log Magic Archer Sparky

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.

Guards Dark Prince Sparky

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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Goblin Barrel Guards Little Prince Dark Prince Magic Archer Sparky

Shortest cycle

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

9 Skeletons The Log Goblin Barrel Guards

Attack Synergies 1 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.

Skeletons
Goblin Barrel
Dark Prince Guards Sparky
Guards
Goblin Barrel The Log
Dark Prince
Goblin Barrel Magic Archer Sparky Little Prince
The Log
Guards Magic Archer Sparky Little Prince
Magic Archer
Dark Prince The Log
Sparky
Goblin Barrel Dark Prince The Log
Little Prince
Dark Prince The Log

Defense Synergies 0 14

Skeletons
Dark Prince The Log Magic Archer Sparky Little Prince
Goblin Barrel
Guards
The Log Magic Archer Sparky
Dark Prince
Skeletons The Log Magic Archer Little Prince
The Log
Skeletons Guards Dark Prince Magic Archer Sparky Little Prince
Magic Archer
Skeletons Guards Dark Prince The Log
Sparky
Skeletons Guards The Log
Little Prince
Skeletons Dark 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.

The Log Magic Archer Sparky
Sparky Skeletons Dark Prince The Log
Sparky Skeletons Dark Prince
Sparky Skeletons Guards Dark Prince
Dark Prince The Log Sparky
The Log Skeletons Guards Dark Prince Magic Archer
Magic Archer Little Prince
The Log Magic Archer Sparky
Sparky Skeletons
Guards Skeletons Dark Prince Sparky Little Prince
Guards Skeletons Dark Prince The Log Magic Archer
Magic Archer
Sparky Skeletons Guards Dark Prince The Log
Sparky Guards Dark Prince The Log Magic Archer
Sparky
The Log Sparky
Sparky Skeletons Dark Prince
Guards Dark Prince The Log Magic Archer Little Prince
The Log Guards Dark Prince Magic Archer Little Prince
Sparky
Dark Prince Guards The Log Sparky Little Prince

Counters to secondary win conditions

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

Guards Skeletons Dark Prince Sparky
The Log Magic Archer
Guards Skeletons Dark Prince The Log Sparky
Guards Dark Prince The Log Sparky
Skeletons Guards Dark Prince Sparky
Skeletons Magic Archer
Guards Dark Prince Sparky Skeletons
Dark Prince Sparky
Skeletons Dark Prince The Log Magic Archer Sparky
Skeletons Guards Sparky
Guards Dark Prince Sparky
Guards Dark Prince The Log
Dark Prince Skeletons Guards Sparky
Magic Archer Sparky
Guards Sparky Skeletons Dark Prince The Log Magic Archer Little Prince
Dark Prince The Log Magic Archer Sparky

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.)

Magic Archer Guards The Log Sparky
The Log Magic Archer
The Log Magic Archer Sparky
Guards Dark Prince The Log Sparky
Dark Prince The Log Magic Archer Sparky
Magic Archer
The Log Magic Archer Sparky
The Log Magic Archer
The Log
Guards Sparky
Dark Prince The Log Magic Archer Sparky
Magic Archer
The Log Magic Archer Sparky
Magic Archer
The Log Magic Archer Sparky
The Log Magic Archer Sparky
Magic Archer The Log Sparky
Sparky
Sparky
Dark Prince The Log Magic Archer Sparky
The Log Magic Archer Little Prince
The Log Magic Archer Sparky
The Log Sparky
The Log
The Log Dark Prince Magic Archer Sparky Little Prince
The Log Magic Archer Sparky
The Log Magic Archer Sparky
The Log Magic Archer Sparky
Magic Archer Sparky Little Prince
Guards
Sparky
The Log Magic Archer Sparky
Magic Archer Sparky
Sparky
The Log Magic Archer Sparky
Guards Dark Prince Magic Archer
Magic Archer
The Log
Dark Prince Magic Archer Sparky
The Log Magic Archer
Sparky
Dark Prince Sparky
Guards The Log Magic Archer Sparky
Magic Archer
Dark Prince The Log Magic Archer Sparky Little Prince

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