My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings 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!
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!
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.

Fire Spirit Spear Goblins

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.

Spear Goblins Knight Dark Prince Prince

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers Dark Prince 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.

Fire Spirit Spear Goblins Knight Wall Breakers Dark Prince 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

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
Spear Goblins Wall Breakers Guards Dark Prince Prince
Giant Snowball
Fire Spirit Spear Goblins Wall Breakers Guards
Zap
Fire Spirit Spear Goblins Wall Breakers Guards Dark Prince Prince
Barbarian Barrel
Fire Spirit Spear Goblins Knight Wall Breakers Guards Dark Prince
The Log
Fire Spirit Spear Goblins Wall Breakers Guards Dark Prince Prince
Earthquake
Spear Goblins Guards
Arrows
Fire Spirit Spear Goblins Wall Breakers Guards
Royal Delivery
Fire Spirit Spear Goblins Knight Wall Breakers Guards Dark Prince Prince
Fireball
Wall Breakers
Poison
Spear Goblins Guards
Lightning
Knight Dark Prince Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Dark Prince The Log

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.

Fire Spirit Spear Goblins Knight Guards Dark Prince 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.

Fire Spirit

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Spear Goblins Wall Breakers The Log Knight Guards Dark Prince Prince

Shortest cycle

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

7 Fire Spirit Spear Goblins Wall Breakers The Log

Attack Synergies 3 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.

Fire Spirit
Knight Wall Breakers Dark Prince Prince
Spear Goblins
Knight Wall Breakers Dark Prince Prince
Knight
Spear Goblins Wall Breakers Fire Spirit Prince The Log
Wall Breakers
Knight Fire Spirit Spear Goblins The Log
Guards
The Log
Dark Prince
Prince Fire Spirit Spear Goblins
Prince
Dark Prince Fire Spirit Spear Goblins Knight The Log
The Log
Knight Wall Breakers Guards Prince

Defense Synergies 3 11

Fire Spirit
Knight Spear Goblins The Log
Spear Goblins
Knight Fire Spirit Guards Dark Prince Prince The Log
Knight
Fire Spirit Spear Goblins The Log
Wall Breakers
Guards
Spear Goblins Prince The Log
Dark Prince
Spear Goblins Prince The Log
Prince
The Log Spear Goblins Guards Dark Prince
The Log
Prince Fire Spirit Spear Goblins Knight 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.

Spear Goblins Knight The Log
Knight Dark Prince Prince The Log
Prince Fire Spirit Knight Dark Prince
Prince Knight Guards Dark Prince
Dark Prince Prince The Log
The Log Fire Spirit Spear Goblins Guards Dark Prince
Fire Spirit Spear Goblins
The Log
Prince
Knight Guards Fire Spirit Spear Goblins Dark Prince Prince
Guards Spear Goblins Knight Dark Prince The Log
Spear Goblins
Prince Fire Spirit Knight Guards Dark Prince The Log
Fire Spirit Guards Dark Prince Prince The Log
Knight Prince
Prince The Log
Knight Dark Prince Prince
Fire Spirit Spear Goblins Knight Guards Dark Prince Prince The Log
The Log Fire Spirit Spear Goblins Knight Guards Dark Prince
Prince
Dark Prince Fire Spirit Spear Goblins Knight Guards Prince The Log

Counters to secondary win conditions

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

Knight Guards Spear Goblins Dark Prince Prince
Knight Prince The Log
Guards Spear Goblins Knight Dark Prince Prince The Log
Guards Dark Prince Prince Knight The Log
Knight Guards Dark Prince Prince
Fire Spirit
Guards Dark Prince Prince Spear Goblins Knight
Knight Dark Prince Prince
Spear Goblins Knight Dark Prince Prince The Log
Guards
Knight Guards Dark Prince Prince
Guards Dark Prince Prince The Log
Dark Prince Prince Knight Guards
Guards Spear Goblins Knight Dark Prince Prince The Log
Dark Prince The Log

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.)

Knight Guards The Log
The Log
The Log
Knight Guards Dark Prince Prince The Log
Fire Spirit Dark Prince The Log
Fire Spirit Spear Goblins
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Guards Prince
Knight Dark Prince Prince The Log
Fire Spirit
Fire Spirit Knight The Log
Prince The Log
Spear Goblins The Log
The Log
Fire Spirit Dark Prince Prince The Log
Fire Spirit The Log
Prince The Log
Prince The Log
The Log
The Log Fire Spirit Dark Prince
The Log
Prince The Log
The Log
Fire Spirit
Guards
The Log
Prince
The Log
Fire Spirit Spear Goblins Guards Dark Prince Prince
Fire Spirit
The Log
Knight Dark Prince Prince
The Log
Dark Prince Prince
Guards The Log
Dark Prince Prince The Log

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