My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Elixir Golem Sparky

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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 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.

Skeletons Royal Giant Royal Recruits Zappies Dark Prince Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Earthquake

Punishments

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

Royal Giant Royal Recruits Dark Prince

Pump responses

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

Earthquake

Dropped at the bridge

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

Royal Giant Royal Recruits 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 Wizard

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 Royal Giant Royal Recruits Guards Dark Prince
Giant Snowball
Skeletons Royal Recruits Zappies Guards
Zap
Skeletons Royal Giant Zappies Guards Dark Prince
Barbarian Barrel
Skeletons Royal Recruits Zappies Guards Dark Prince Electro Wizard
The Log
Skeletons Royal Giant Royal Recruits Zappies Guards Dark Prince
Earthquake
Skeletons Zappies Guards
Arrows
Skeletons Royal Recruits Zappies Guards
Royal Delivery
Skeletons Royal Recruits Zappies Guards Dark Prince Electro Wizard
Fireball
Zappies Electro Wizard
Poison
Royal Recruits Zappies Guards Electro Wizard
Lightning
Dark Prince Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Dark Prince

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.

Royal Recruits Guards 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.

Royal Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Earthquake Guards Zappies Dark Prince Electro Wizard Royal Giant Royal Recruits

Shortest cycle

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

11 Skeletons Earthquake Guards Zappies

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
Royal Giant
Earthquake Zappies Guards Dark Prince Electro Wizard
Royal Recruits
Zappies Electro Wizard
Earthquake
Royal Giant Dark Prince
Zappies
Royal Giant Royal Recruits Dark Prince
Guards
Royal Giant
Dark Prince
Royal Giant Earthquake Zappies Electro Wizard
Electro Wizard
Royal Giant Royal Recruits Dark Prince

Defense Synergies 0 9

Skeletons
Earthquake Zappies Dark Prince Electro Wizard
Royal Giant
Royal Recruits
Earthquake
Skeletons Zappies
Zappies
Skeletons Earthquake Guards Electro Wizard
Guards
Zappies Electro Wizard
Dark Prince
Skeletons Electro Wizard
Electro Wizard
Skeletons Zappies Guards 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.

Earthquake Royal Recruits Zappies Electro Wizard
Skeletons Royal Recruits Zappies Dark Prince Electro Wizard
Skeletons Royal Recruits Zappies Dark Prince Electro Wizard
Royal Recruits Skeletons Zappies Guards Dark Prince Electro Wizard
Royal Recruits Earthquake Dark Prince
Skeletons Earthquake Zappies Guards Dark Prince Electro Wizard
Electro Wizard Zappies
Earthquake Royal Recruits Electro Wizard
Zappies Skeletons Royal Recruits
Guards Skeletons Royal Recruits Zappies Dark Prince Electro Wizard
Guards Electro Wizard Skeletons Royal Recruits Earthquake Zappies Dark Prince
Zappies Electro Wizard
Royal Recruits Skeletons Earthquake Zappies Guards Dark Prince Electro Wizard
Royal Recruits Earthquake Zappies Guards Dark Prince Electro Wizard
Royal Recruits Zappies Electro Wizard
Royal Recruits Zappies Electro Wizard
Skeletons Royal Recruits Zappies Dark Prince Electro Wizard
Royal Recruits Zappies Guards Dark Prince Electro Wizard
Earthquake Royal Recruits Zappies Guards Dark Prince Electro Wizard
Royal Recruits Zappies Electro Wizard
Royal Recruits Dark Prince Earthquake Zappies Guards Electro Wizard

Counters to secondary win conditions

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

Royal Recruits Guards Skeletons Zappies Dark Prince Electro Wizard
Electro Wizard
Royal Recruits Zappies Guards Skeletons Dark Prince Electro Wizard
Royal Recruits Guards Dark Prince Zappies Electro Wizard
Royal Recruits Skeletons Zappies Guards Dark Prince
Skeletons Zappies Electro Wizard
Royal Recruits Guards Dark Prince Skeletons Zappies Electro Wizard
Royal Recruits Zappies Dark Prince
Royal Recruits Electro Wizard Skeletons Zappies Dark Prince
Royal Recruits Skeletons Zappies Guards
Royal Recruits Zappies Guards Dark Prince
Royal Recruits Guards Dark Prince Electro Wizard
Royal Recruits Dark Prince Skeletons Zappies Guards
Royal Recruits Zappies
Royal Recruits Zappies Guards Electro Wizard Skeletons Dark Prince
Royal Recruits Earthquake Zappies Dark Prince Electro 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.)

Earthquake Royal Recruits Guards
Electro Wizard
Earthquake
Earthquake Royal Recruits Guards Dark Prince
Earthquake Dark Prince
Earthquake
Earthquake
Guards Electro Wizard
Royal Recruits Earthquake Dark Prince Electro Wizard
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake Royal Recruits
Earthquake
Earthquake Dark Prince Electro Wizard
Earthquake
Earthquake
Earthquake Royal Recruits
Earthquake Dark Prince
Earthquake Electro Wizard
Electro Wizard
Electro Wizard Zappies Guards
Earthquake
Zappies Electro Wizard
Earthquake
Earthquake Electro Wizard Royal Recruits Zappies Guards Dark Prince
Zappies Electro Wizard
Dark Prince Electro Wizard
Earthquake
Royal Recruits Dark Prince
Royal Recruits Zappies Guards Electro Wizard
Zappies Electro Wizard
Royal Recruits Dark Prince Electro Wizard

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