My Best Clash Royale Deck

Deck Check Rating

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

2 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Hunter 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.

Skeletons Hunter Giant Skeleton Royal Ghost Lava Hound Little Prince

Offensive cards

Win conditions

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

Goblin Barrel Lava Hound

Damage spells

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

Missing

Punishments

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

Goblin Barrel Royal Ghost

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Heal Spirit Giant Skeleton Royal Ghost Lava Hound

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.

Goblin Barrel Giant Skeleton Royal Ghost

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 Goblin Barrel Giant Skeleton Lava Hound
Giant Snowball
Skeletons Goblin Barrel Lava Hound Little Prince
Zap
Skeletons Goblin Barrel Lava Hound Little Prince
Barbarian Barrel
Skeletons Heal Spirit Goblin Barrel Hunter Giant Skeleton Royal Ghost Little Prince
The Log
Skeletons Heal Spirit Goblin Barrel Hunter Giant Skeleton Little Prince
Earthquake
Skeletons Goblin Barrel
Arrows
Skeletons Heal Spirit Goblin Barrel Lava Hound Little Prince
Royal Delivery
Skeletons Heal Spirit Goblin Barrel Hunter Giant Skeleton Royal Ghost Lava Hound Little Prince
Fireball
Goblin Barrel Hunter Lava Hound Little Prince
Poison
Hunter Lava Hound Little Prince
Lightning
Hunter Little Prince
Rocket
Hunter Little Prince

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Royal Ghost

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.

Heal Spirit Giant Skeleton Royal Ghost

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.

Goblin Barrel

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.

Heal Spirit Goblin Barrel Lava Hound

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.

Skeletons Heal Spirit Goblin Barrel Royal Ghost Little Prince Hunter Giant Skeleton Lava Hound

Shortest cycle

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

8 Skeletons Heal Spirit Goblin Barrel Royal Ghost

Attack Synergies 0 7

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
Heal Spirit
Hunter Giant Skeleton
Goblin Barrel
Giant Skeleton Royal Ghost Lava Hound
Hunter
Heal Spirit Giant Skeleton
Giant Skeleton
Heal Spirit Goblin Barrel Hunter
Royal Ghost
Goblin Barrel Little Prince
Lava Hound
Goblin Barrel
Little Prince
Royal Ghost

Defense Synergies 0 7

Skeletons
Hunter Giant Skeleton Royal Ghost Little Prince
Heal Spirit
Goblin Barrel
Hunter
Skeletons Giant Skeleton
Giant Skeleton
Skeletons Hunter Little Prince
Royal Ghost
Skeletons Little Prince
Lava Hound
Little Prince
Skeletons Giant Skeleton Royal Ghost

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.

Hunter Skeletons
Hunter Skeletons Giant Skeleton
Hunter Skeletons
Giant Skeleton
Skeletons Hunter Royal Ghost
Hunter Little Prince
Giant Skeleton
Hunter Skeletons
Skeletons Hunter Giant Skeleton Royal Ghost Little Prince
Skeletons Hunter Giant Skeleton Royal Ghost
Hunter
Hunter Skeletons Giant Skeleton
Hunter Royal Ghost
Hunter
Hunter
Skeletons Hunter
Hunter Royal Ghost Little Prince
Hunter Giant Skeleton Royal Ghost Little Prince
Hunter
Royal Ghost Hunter Giant Skeleton Little Prince

Counters to secondary win conditions

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

Skeletons Giant Skeleton Royal Ghost
Hunter Royal Ghost
Giant Skeleton Skeletons Hunter
Hunter Giant Skeleton
Giant Skeleton Skeletons Hunter
Skeletons Hunter
Skeletons Hunter Giant Skeleton
Giant Skeleton Hunter
Giant Skeleton Skeletons
Skeletons
Hunter Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Hunter
Skeletons Hunter Giant Skeleton Little Prince
Hunter Giant Skeleton Royal Ghost

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.)

Giant Skeleton Royal Ghost
Royal Ghost
Giant Skeleton
Giant Skeleton
Hunter
Hunter
Hunter
Hunter
Hunter
Little Prince
Giant Skeleton
Hunter Little Prince
Hunter Royal Ghost
Hunter Little Prince
Hunter
Giant Skeleton
Hunter
Hunter
Giant Skeleton
Giant Skeleton
Giant Skeleton Royal Ghost Little Prince

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