My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard 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.

Bats Giant Wizard Prince Electro Wizard

Offensive cards

Win conditions

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

Giant

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.

Giant 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.

Goblins Giant 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.

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
Bats Giant Skeleton Army Prince
Giant Snowball
Goblins Bats Skeleton Army
Zap
Goblins Bats Skeleton Army Prince
Barbarian Barrel
Goblins Wizard Skeleton Army Electro Wizard
The Log
Goblins Skeleton Army Prince
Earthquake
Skeleton Army
Arrows
Goblins Bats Skeleton Army
Royal Delivery
Goblins Bats Wizard Skeleton Army Prince Electro Wizard
Fireball
Wizard Skeleton Army Electro Wizard
Poison
Bats Wizard Skeleton Army Electro Wizard
Lightning
Wizard Prince Electro Wizard
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Bats Skeleton Army 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

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.

Goblins Wizard 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.

Goblins Bats Zap Skeleton Army Electro Wizard Giant Wizard Prince

Shortest cycle

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

9 Goblins Bats Zap Skeleton Army

Attack Synergies 5 8

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.

Goblins
Zap Giant
Bats
Giant Zap Prince
Zap
Giant Prince Electro Wizard Goblins Bats
Giant
Bats Zap Prince Goblins Wizard Electro Wizard
Wizard
Giant Prince
Skeleton Army
Prince
Zap Giant Bats Wizard Electro Wizard
Electro Wizard
Zap Giant Prince

Defense Synergies 1 14

Goblins
Zap Wizard Electro Wizard
Bats
Zap Prince Electro Wizard
Zap
Electro Wizard Goblins Bats Skeleton Army Prince
Giant
Wizard
Goblins Skeleton Army Prince Electro Wizard
Skeleton Army
Zap Wizard Prince Electro Wizard
Prince
Bats Zap Wizard Skeleton Army Electro Wizard
Electro Wizard
Zap Goblins Bats Wizard Skeleton Army 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 Wizard Electro Wizard
Skeleton Army Goblins Bats Zap Prince Electro Wizard
Skeleton Army Prince Goblins Bats Electro Wizard
Skeleton Army Prince Goblins Bats Electro Wizard
Skeleton Army Prince
Skeleton Army Goblins Bats Zap Electro Wizard
Bats Electro Wizard Zap Wizard
Zap Electro Wizard
Goblins Skeleton Army Prince
Skeleton Army Goblins Prince Electro Wizard
Goblins Bats Skeleton Army Electro Wizard Zap Wizard
Bats Zap Wizard Electro Wizard
Skeleton Army Prince Bats Zap Wizard Electro Wizard
Wizard Skeleton Army Goblins Bats Zap Prince Electro Wizard
Skeleton Army Prince Electro Wizard
Skeleton Army Zap Prince Electro Wizard
Wizard Goblins Bats Skeleton Army Prince Electro Wizard
Goblins Bats Zap Wizard Skeleton Army Prince Electro Wizard
Zap Wizard Bats Electro Wizard
Prince Electro Wizard
Wizard Skeleton Army Goblins Bats Prince Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Goblins Zap Prince Electro Wizard
Electro Wizard Zap Wizard Prince
Skeleton Army Goblins Bats Zap Prince Electro Wizard
Skeleton Army Prince Bats Zap Electro Wizard
Skeleton Army Prince
Wizard Bats Zap Electro Wizard
Skeleton Army Prince Goblins Bats Electro Wizard
Skeleton Army Prince
Zap Electro Wizard Goblins Bats Skeleton Army Prince
Skeleton Army
Bats Prince
Skeleton Army Zap Prince Electro Wizard
Skeleton Army Prince Wizard
Wizard Skeleton Army
Skeleton Army Electro Wizard Goblins Bats Zap Prince
Bats Zap Wizard 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.)

Zap Electro Wizard
Prince
Wizard Zap
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Goblins Bats Prince Electro Wizard
Zap Wizard Prince Electro Wizard
Zap Wizard
Zap Prince
Zap Wizard
Wizard
Bats
Zap Wizard Prince Electro Wizard
Zap Wizard
Prince
Wizard
Prince
Zap
Zap Wizard
Zap Wizard Electro Wizard
Zap Wizard Prince
Zap
Bats Zap Wizard Electro Wizard
Zap Electro Wizard Bats Wizard
Zap Wizard
Zap Electro Wizard
Prince
Wizard
Zap Electro Wizard Bats Skeleton Army Prince
Zap Wizard Electro Wizard
Wizard Prince Electro Wizard
Zap Wizard
Zap
Prince
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Prince Electro Wizard

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