My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

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.

Bomber Knight Wizard Prince

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Hog Rider 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 Barbarians Hog Rider 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.

Hog Rider

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
Bomber Hog Rider Prince
Giant Snowball
Bomber Barbarians Hog Rider
Zap
Bomber Prince
Barbarian Barrel
Bomber Knight Barbarians Wizard
The Log
Bomber Barbarians Hog Rider Prince
Earthquake
Bomber Barbarians Hog Rider
Arrows
Bomber
Royal Delivery
Bomber Knight Barbarians Hog Rider Wizard Prince
Fireball
Bomber Barbarians Hog Rider Wizard
Poison
Bomber Barbarians Wizard
Lightning
Knight Wizard Prince
Rocket
Barbarians Hog Rider Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows Wizard

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 Knight 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.

Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Arrows Knight Hog Rider Barbarians Wizard Prince

Shortest cycle

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

10 Bomber Zap Arrows Knight

Attack Synergies 5 13

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.

Bomber
Zap Knight Hog Rider Prince
Zap
Arrows Hog Rider Prince Bomber Knight
Arrows
Zap Hog Rider Knight Prince
Knight
Hog Rider Bomber Zap Arrows Wizard Prince
Barbarians
Hog Rider
Hog Rider
Zap Arrows Knight Bomber Barbarians Wizard Prince
Wizard
Knight Hog Rider Prince
Prince
Zap Bomber Arrows Knight Hog Rider Wizard

Defense Synergies 1 10

Bomber
Knight Zap
Zap
Bomber Arrows Knight Barbarians Prince
Arrows
Zap Knight Barbarians Prince
Knight
Bomber Zap Arrows Wizard
Barbarians
Zap Arrows
Hog Rider
Wizard
Knight Prince
Prince
Zap Arrows Wizard

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.

Bomber Zap Knight Wizard
Barbarians Bomber Zap Knight Prince
Barbarians Prince Bomber Knight
Barbarians Prince Bomber Knight
Bomber Arrows Barbarians Prince
Arrows Bomber Zap
Zap Arrows Wizard
Zap Arrows Barbarians
Barbarians Prince
Knight Bomber Barbarians Prince
Barbarians Bomber Zap Arrows Knight Wizard
Arrows Zap Wizard
Barbarians Prince Bomber Zap Knight Wizard
Bomber Wizard Zap Arrows Barbarians Prince
Barbarians Knight Prince
Barbarians Zap Prince
Barbarians Wizard Bomber Arrows Knight Prince
Arrows Bomber Zap Knight Barbarians Wizard Prince
Zap Arrows Wizard Bomber Knight Barbarians
Barbarians Prince
Bomber Wizard Arrows Knight Barbarians Prince

Counters to secondary win conditions

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

Knight Barbarians Zap Prince
Bomber Zap Arrows Knight Wizard Prince
Barbarians Zap Knight Prince
Prince Zap Knight Barbarians
Barbarians Knight Prince
Arrows Wizard Zap
Prince Knight Barbarians
Knight Barbarians Prince
Zap Knight Barbarians Prince
Barbarians
Knight Barbarians Prince
Zap Arrows Barbarians Prince
Barbarians Prince Knight Wizard
Wizard Bomber Barbarians
Barbarians Bomber Zap Knight Prince
Arrows Bomber Zap Barbarians 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 Knight
Arrows Zap
Arrows
Arrows Knight Barbarians Prince
Bomber Wizard Zap Arrows
Arrows Wizard Zap
Bomber Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Prince
Zap Arrows Knight Wizard Prince
Zap Arrows Wizard
Knight
Arrows
Zap Arrows Prince
Bomber Zap Arrows Wizard
Arrows Wizard
Arrows
Bomber
Bomber Zap Arrows Wizard Prince
Bomber Zap Arrows Wizard
Prince
Arrows Wizard
Prince
Zap Arrows Barbarians
Zap Arrows Bomber Wizard
Arrows Zap Wizard
Zap Arrows Wizard Prince
Zap Arrows
Zap Arrows Wizard
Zap Wizard
Bomber Zap Arrows Wizard
Zap Arrows
Prince
Arrows Wizard
Zap Barbarians Prince
Zap Arrows Wizard
Arrows
Knight Wizard Prince
Arrows Bomber Zap Wizard
Zap Arrows
Prince
Zap
Zap
Zap Prince

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