My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker Baby Dragon Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Baby Dragon Dark Prince Mother Witch

Offensive cards

Win conditions

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

Royal Hogs

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.

Royal Hogs 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.

Royal Hogs Baby Dragon 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.

Firecracker Royal Hogs 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
Royal Hogs Skeleton Army Dark Prince
Giant Snowball
Royal Hogs Skeleton Army Baby Dragon
Zap
Firecracker Royal Hogs Skeleton Army Dark Prince
Barbarian Barrel
Firecracker Bomb Tower Royal Hogs Skeleton Army Dark Prince
The Log
Firecracker Royal Hogs Skeleton Army Dark Prince
Earthquake
Firecracker Bomb Tower Royal Hogs Skeleton Army
Arrows
Firecracker Royal Hogs Skeleton Army
Royal Delivery
Firecracker Royal Hogs Skeleton Army Baby Dragon Dark Prince Mother Witch
Fireball
Firecracker Bomb Tower Royal Hogs Skeleton Army Baby Dragon Mother Witch
Poison
Firecracker Bomb Tower Royal Hogs Skeleton Army Mother Witch
Lightning
Bomb Tower Baby Dragon Dark Prince Mother Witch
Rocket
Bomb Tower Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Bomb Tower Baby Dragon Dark Prince

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.

Skeleton Army Baby Dragon Dark Prince Mother Witch

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.

Mirror Firecracker Skeleton Army Bomb Tower Baby Dragon Dark Prince Mother Witch Royal Hogs

Shortest cycle

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

10 Mirror Firecracker Skeleton Army Bomb Tower

Attack Synergies 1 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.

Firecracker
Royal Hogs Mirror Baby Dragon Dark Prince
Bomb Tower
Royal Hogs
Mother Witch Firecracker Dark Prince
Mirror
Firecracker Skeleton Army
Skeleton Army
Mirror
Baby Dragon
Firecracker Dark Prince
Dark Prince
Firecracker Royal Hogs Baby Dragon Mother Witch
Mother Witch
Royal Hogs Dark Prince

Defense Synergies 1 11

Firecracker
Bomb Tower Mirror Skeleton Army Baby Dragon Dark Prince
Bomb Tower
Firecracker Mirror Skeleton Army Baby Dragon
Royal Hogs
Mirror
Skeleton Army Firecracker Bomb Tower
Skeleton Army
Mirror Firecracker Bomb Tower
Baby Dragon
Firecracker Bomb Tower Dark Prince Mother Witch
Dark Prince
Firecracker Baby Dragon Mother Witch
Mother Witch
Baby Dragon 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.

Firecracker Baby Dragon
Bomb Tower Skeleton Army Firecracker Dark Prince
Bomb Tower Skeleton Army Dark Prince
Bomb Tower Skeleton Army Firecracker Dark Prince
Firecracker Bomb Tower Skeleton Army Dark Prince
Skeleton Army Firecracker Bomb Tower Baby Dragon Dark Prince Mother Witch
Firecracker Bomb Tower Baby Dragon
Bomb Tower Baby Dragon
Bomb Tower Skeleton Army
Skeleton Army Firecracker Dark Prince
Skeleton Army Mother Witch Firecracker Bomb Tower Baby Dragon Dark Prince
Firecracker Baby Dragon
Bomb Tower Skeleton Army Dark Prince
Bomb Tower Skeleton Army Firecracker Baby Dragon Dark Prince
Skeleton Army Bomb Tower
Bomb Tower Skeleton Army
Bomb Tower Firecracker Skeleton Army Dark Prince
Bomb Tower Firecracker Skeleton Army Baby Dragon Dark Prince
Bomb Tower Baby Dragon Firecracker Dark Prince Mother Witch
Bomb Tower
Skeleton Army Dark Prince Firecracker Bomb Tower Baby Dragon Mother Witch

Counters to secondary win conditions

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

Skeleton Army Dark Prince
Firecracker Bomb Tower Baby Dragon
Skeleton Army Bomb Tower Dark Prince
Skeleton Army Dark Prince
Skeleton Army Dark Prince
Firecracker Mother Witch Bomb Tower Baby Dragon
Skeleton Army Dark Prince Bomb Tower
Bomb Tower Skeleton Army Dark Prince
Firecracker Bomb Tower Skeleton Army Baby Dragon Dark Prince
Skeleton Army
Bomb Tower Dark Prince
Skeleton Army Dark Prince
Skeleton Army Dark Prince Bomb Tower
Firecracker Bomb Tower Skeleton Army Baby Dragon
Skeleton Army Firecracker Bomb Tower Baby Dragon Dark Prince
Firecracker Bomb Tower Baby Dragon Dark Prince Mother Witch
Bomb Tower

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.)

Firecracker Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Firecracker Dark Prince
Firecracker Baby Dragon Dark Prince
Firecracker Mother Witch Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker
Firecracker Dark Prince
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon Dark Prince
Firecracker Baby Dragon Mother Witch
Baby Dragon
Baby Dragon
Firecracker Mother Witch Baby Dragon Dark Prince
Firecracker Baby Dragon
Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon Mother Witch
Firecracker
Firecracker
Firecracker
Skeleton Army Dark Prince
Firecracker Baby Dragon
Firecracker Baby Dragon Dark Prince
Firecracker Baby Dragon
Firecracker Dark Prince
Firecracker Baby Dragon
Firecracker
Firecracker Baby Dragon Dark Prince

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