My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Great!
Versatility
Mediocre
F2P score
RIP

2 problems 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 high-damage unit!

You don't have a unit, that attacks air and deals high 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro 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.

Dark Prince Bandit Electro Wizard Mega Knight Skeleton King

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Poison

Punishments

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

Dark Prince Bandit Graveyard Mega Knight

Pump responses

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

Poison Graveyard

Dropped at the bridge

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

Dark Prince Bandit Mega Knight Skeleton King

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.

Dark Prince Bandit Electro Wizard Graveyard

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
Dark Prince Bandit Graveyard Skeleton King
Giant Snowball
Graveyard Skeleton King
Zap
Dark Prince Bandit Graveyard Skeleton King
Barbarian Barrel
Dark Prince Bandit Electro Wizard Graveyard Skeleton King
The Log
Dark Prince Bandit Graveyard Skeleton King
Earthquake
Graveyard Skeleton King
Arrows
Graveyard Skeleton King
Royal Delivery
Dark Prince Bandit Electro Wizard Graveyard Skeleton King
Fireball
Bandit Electro Wizard Skeleton King
Poison
Electro Wizard Graveyard Skeleton King
Lightning
Dark Prince Bandit Electro Wizard Skeleton King
Rocket
Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince Poison Mega Knight Skeleton King

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.

Dark Prince Poison Mega Knight

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.

Graveyard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Bandit Dark Prince Poison Electro Wizard Skeleton King Graveyard Mega Knight

Shortest cycle

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

13 Zap Bandit Dark Prince Poison

Attack Synergies 5 14

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
Electro Wizard Graveyard Dark Prince Poison Bandit Mega Knight
Dark Prince
Zap Poison Bandit Electro Wizard Graveyard
Poison
Graveyard Zap Dark Prince Mega Knight
Bandit
Zap Dark Prince Electro Wizard Graveyard Mega Knight
Electro Wizard
Zap Graveyard Dark Prince Bandit Mega Knight
Graveyard
Zap Poison Electro Wizard Skeleton King Dark Prince Bandit Mega Knight
Mega Knight
Zap Poison Bandit Electro Wizard Graveyard
Skeleton King
Graveyard

Defense Synergies 2 11

Zap
Electro Wizard Mega Knight Dark Prince Poison Bandit
Dark Prince
Zap Poison Bandit Electro Wizard
Poison
Zap Dark Prince Electro Wizard Mega Knight
Bandit
Zap Dark Prince Electro Wizard Mega Knight
Electro Wizard
Zap Dark Prince Poison Bandit Mega Knight
Graveyard
Mega Knight
Zap Poison Bandit Electro Wizard
Skeleton King

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 Electro Wizard
Zap Dark Prince Bandit Electro Wizard Mega Knight
Mega Knight Dark Prince Bandit Electro Wizard
Dark Prince Bandit Electro Wizard Mega Knight Skeleton King
Dark Prince Poison Mega Knight
Zap Dark Prince Bandit Electro Wizard Mega Knight
Electro Wizard Zap Poison
Zap Poison Bandit Electro Wizard Mega Knight
Skeleton King
Dark Prince Bandit Electro Wizard Mega Knight
Poison Electro Wizard Zap Dark Prince Bandit Mega Knight Skeleton King
Zap Poison Electro Wizard
Mega Knight Zap Dark Prince Bandit Electro Wizard
Mega Knight Zap Dark Prince Poison Electro Wizard Skeleton King
Bandit Electro Wizard Mega Knight Skeleton King
Zap Bandit Electro Wizard Mega Knight
Mega Knight Dark Prince Poison Electro Wizard
Mega Knight Zap Dark Prince Bandit Electro Wizard
Zap Poison Dark Prince Bandit Electro Wizard Mega Knight
Electro Wizard
Dark Prince Mega Knight Poison Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Dark Prince Bandit Electro Wizard
Poison Bandit Electro Wizard Zap Mega Knight
Bandit Mega Knight Zap Dark Prince Electro Wizard
Dark Prince Mega Knight Zap Bandit Electro Wizard
Dark Prince Bandit Mega Knight
Poison Zap Electro Wizard
Dark Prince Bandit Electro Wizard
Mega Knight Dark Prince
Zap Electro Wizard Mega Knight Dark Prince Poison Bandit
Mega Knight Dark Prince
Mega Knight Zap Dark Prince Poison Electro Wizard
Dark Prince Mega Knight Bandit Skeleton King
Mega Knight
Electro Wizard Zap Dark Prince Poison Skeleton King
Poison Mega Knight Zap Dark Prince Electro Wizard Skeleton King

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 Bandit
Poison Zap Bandit Electro Wizard
Poison Bandit
Dark Prince Poison
Poison Zap Dark Prince Mega Knight
Poison Zap
Poison
Poison Zap
Poison Zap Bandit
Poison Electro Wizard
Poison Zap Dark Prince Bandit Electro Wizard
Poison Zap
Poison Bandit
Poison Bandit
Zap Poison
Zap Poison Bandit
Poison Bandit Mega Knight
Poison
Zap Dark Prince Poison Bandit Electro Wizard Mega Knight
Zap Poison Mega Knight
Poison Mega Knight
Poison
Zap Poison
Zap Poison Dark Prince Mega Knight
Poison Zap Bandit Electro Wizard
Zap Poison Bandit Mega Knight
Poison Zap Bandit
Poison Zap Electro Wizard
Zap Electro Wizard Poison
Poison Zap Bandit Mega Knight
Zap Poison Electro Wizard
Mega Knight
Poison
Zap Electro Wizard Dark Prince Bandit
Poison Zap Electro Wizard
Poison Dark Prince Electro Wizard Mega Knight
Zap Poison Skeleton King
Zap Poison
Dark Prince Mega Knight
Zap Poison Electro Wizard Skeleton King
Zap Poison Electro Wizard
Poison Zap Dark Prince Bandit Electro Wizard Mega Knight

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