My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
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 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Executioner

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.

Battle Ram Prince Executioner Royal Ghost Bandit

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

Punishments

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

Battle Ram Prince Royal Ghost Bandit

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.

Heal Spirit Battle Ram Prince Royal Ghost Bandit

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.

Royal Ghost Bandit

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
Battle Ram Guards Prince Bandit
Giant Snowball
Battle Ram Guards
Zap
Battle Ram Guards Prince Bandit
Barbarian Barrel
Heal Spirit Battle Ram Guards Executioner Royal Ghost Bandit
The Log
Heal Spirit Battle Ram Guards Prince Bandit
Earthquake
Guards
Arrows
Heal Spirit Guards
Royal Delivery
Heal Spirit Battle Ram Guards Prince Executioner Royal Ghost Bandit
Fireball
Battle Ram Executioner Bandit
Poison
Guards Executioner
Lightning
Battle Ram Prince Executioner Bandit
Rocket
Prince Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner 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.

Arrows Heal Spirit Battle Ram Guards Prince Executioner Royal Ghost

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

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.

Heal Spirit Arrows Guards Royal Ghost Bandit Battle Ram Prince Executioner

Shortest cycle

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

10 Heal Spirit Arrows Guards Royal Ghost

Attack Synergies 2 11

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.

Arrows
Battle Ram Prince Bandit
Heal Spirit
Prince Battle Ram Guards Bandit
Battle Ram
Bandit Arrows Heal Spirit Royal Ghost
Guards
Heal Spirit Bandit
Prince
Heal Spirit Arrows Royal Ghost
Executioner
Bandit
Royal Ghost
Battle Ram Prince Bandit
Bandit
Battle Ram Arrows Heal Spirit Guards Executioner Royal Ghost

Defense Synergies 0 6

Arrows
Prince Bandit
Heal Spirit
Battle Ram
Guards
Prince Executioner
Prince
Arrows Guards Executioner
Executioner
Guards Prince Bandit
Royal Ghost
Bandit
Arrows Executioner

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.

Executioner
Prince Executioner Bandit
Prince Executioner Bandit
Prince Guards Bandit
Arrows Prince
Arrows Guards Executioner Royal Ghost Bandit
Arrows Executioner
Arrows Bandit
Prince
Guards Prince Royal Ghost Bandit
Guards Executioner Arrows Royal Ghost Bandit
Arrows Executioner
Prince Guards Bandit
Executioner Arrows Guards Prince Royal Ghost
Prince Bandit
Prince Bandit
Arrows Prince Executioner
Arrows Guards Prince Executioner Royal Ghost Bandit
Arrows Executioner Guards Royal Ghost Bandit
Prince
Royal Ghost Arrows Guards Prince Executioner Bandit

Counters to secondary win conditions

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

Guards Prince Royal Ghost Bandit
Bandit Arrows Prince Executioner Royal Ghost
Guards Bandit Prince
Guards Prince Bandit
Guards Prince Executioner Bandit
Arrows Executioner
Guards Prince Bandit
Prince
Prince Bandit
Guards
Guards Prince
Arrows Guards Prince
Prince Guards Executioner Bandit
Executioner
Guards Prince Executioner
Arrows Executioner Royal Ghost
Arrows
Guards

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.)

Arrows Guards Royal Ghost Bandit
Arrows Executioner Royal Ghost Bandit
Arrows Bandit
Arrows Guards Prince
Executioner Arrows
Arrows Executioner
Arrows Executioner
Arrows Executioner
Arrows Bandit
Guards Prince
Arrows Prince Bandit
Arrows Executioner
Executioner Bandit
Arrows Bandit
Arrows Prince
Arrows Executioner Bandit
Arrows Executioner Bandit
Arrows
Arrows Prince Executioner Bandit
Arrows
Prince
Arrows
Prince
Arrows
Arrows Executioner
Arrows Executioner Royal Ghost Bandit
Arrows Prince Bandit
Arrows Bandit
Arrows Executioner
Guards
Arrows Bandit
Arrows
Prince
Arrows
Guards Prince Bandit
Arrows Executioner
Arrows
Prince Executioner
Arrows Executioner
Arrows
Prince Executioner
Guards
Executioner
Prince Executioner Royal Ghost Bandit
Prince

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