My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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 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.

Zappies Electro Dragon 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.

Elixir Golem Zappies Dark Prince Electro Dragon Little Prince

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem Dark 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.

Elixir Golem Dark 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.

Dark Prince Electro Dragon

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
Elixir Golem Guards Skeleton Army Dark Prince
Giant Snowball
Zappies Guards Skeleton Army Electro Dragon Little Prince
Zap
Zappies Guards Skeleton Army Dark Prince Little Prince
Barbarian Barrel
Elixir Golem Zappies Guards Skeleton Army Dark Prince Little Prince
The Log
Elixir Golem Zappies Guards Skeleton Army Dark Prince Little Prince
Earthquake
Elixir Golem Zappies Guards Skeleton Army
Arrows
Zappies Guards Skeleton Army Little Prince
Royal Delivery
Elixir Golem Zappies Guards Skeleton Army Dark Prince Electro Dragon Little Prince
Fireball
Elixir Golem Zappies Skeleton Army Electro Dragon Little Prince
Poison
Elixir Golem Zappies Guards Skeleton Army Electro Dragon Little Prince
Lightning
Dark Prince Electro Dragon Little Prince
Rocket
Electro Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince Electro Dragon

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.

Elixir Golem Guards Skeleton Army Dark 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Elixir Golem Guards Skeleton Army Little Prince Zappies Dark Prince Electro Dragon

Shortest cycle

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

11 Zap Elixir Golem Guards Skeleton Army

Attack Synergies 0 12

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
Elixir Golem Zappies Guards Dark Prince Electro Dragon Little Prince
Elixir Golem
Zap Zappies Electro Dragon
Zappies
Zap Elixir Golem Dark Prince Electro Dragon
Guards
Zap
Skeleton Army
Dark Prince
Zap Zappies Little Prince
Electro Dragon
Zap Elixir Golem Zappies Little Prince
Little Prince
Zap Dark Prince Electro Dragon

Defense Synergies 0 13

Zap
Zappies Guards Skeleton Army Dark Prince Electro Dragon Little Prince
Elixir Golem
Zappies
Zap Guards Skeleton Army
Guards
Zap Zappies Skeleton Army Electro Dragon
Skeleton Army
Zap Zappies Guards Electro Dragon
Dark Prince
Zap Electro Dragon Little Prince
Electro Dragon
Zap Guards Skeleton Army Dark Prince
Little Prince
Zap Dark 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 Zappies Electro Dragon
Skeleton Army Zap Zappies Dark Prince Electro Dragon
Skeleton Army Zappies Dark Prince Electro Dragon
Skeleton Army Zappies Guards Dark Prince Electro Dragon
Skeleton Army Dark Prince
Skeleton Army Zap Zappies Guards Dark Prince Electro Dragon
Zap Zappies Electro Dragon Little Prince
Zap Electro Dragon
Zappies Skeleton Army
Guards Skeleton Army Zappies Dark Prince Little Prince
Guards Skeleton Army Zap Zappies Dark Prince Electro Dragon
Zap Zappies Electro Dragon
Skeleton Army Zap Zappies Guards Dark Prince Electro Dragon
Skeleton Army Zap Zappies Guards Dark Prince Electro Dragon
Skeleton Army Zappies
Skeleton Army Zap Zappies
Zappies Skeleton Army Dark Prince Electro Dragon
Zap Zappies Guards Skeleton Army Dark Prince Electro Dragon Little Prince
Zap Zappies Guards Dark Prince Electro Dragon Little Prince
Zappies
Skeleton Army Dark Prince Zappies Guards Electro Dragon Little Prince

Counters to secondary win conditions

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

Guards Skeleton Army Zap Zappies Dark Prince
Zap Electro Dragon
Zappies Guards Skeleton Army Zap Dark Prince Electro Dragon
Guards Skeleton Army Dark Prince Zap Zappies
Zappies Guards Skeleton Army Dark Prince
Zap Zappies Electro Dragon
Guards Skeleton Army Dark Prince Zappies
Zappies Skeleton Army Dark Prince
Zap Electro Dragon Zappies Skeleton Army Dark Prince
Zappies Guards Skeleton Army
Zappies Guards Dark Prince Electro Dragon
Skeleton Army Zap Guards Dark Prince
Skeleton Army Dark Prince Zappies Guards
Zappies Skeleton Army Electro Dragon
Zappies Guards Skeleton Army Electro Dragon Zap Dark Prince Little Prince
Zap Zappies Dark Prince Electro Dragon

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.)

Guards Electro Dragon
Zap Electro Dragon
Electro Dragon
Guards Dark Prince
Zap Dark Prince
Zap Electro Dragon
Zap Electro Dragon
Zap Electro Dragon
Guards Electro Dragon
Zap Dark Prince Electro Dragon
Zap Electro Dragon
Electro Dragon
Zap
Zap Electro Dragon
Electro Dragon
Zap Dark Prince Electro Dragon
Zap Electro Dragon Little Prince
Zap Electro Dragon
Zap Dark Prince Electro Dragon Little Prince
Zap Electro Dragon
Zap Electro Dragon
Zap
Zap Electro Dragon Little Prince
Zap Electro Dragon Zappies Guards
Zap Electro Dragon
Zap Zappies Electro Dragon
Zap Zappies Guards Skeleton Army Dark Prince Electro Dragon
Zap Zappies Electro Dragon
Dark Prince Electro Dragon
Zap Electro Dragon
Zap
Dark Prince Electro Dragon
Zap Electro Dragon Zappies Guards
Zap Zappies Electro Dragon
Electro Dragon Zap Dark Prince Little Prince

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