My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Bats Archers Rascals

Defensive buildings

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

X-Bow

Investments

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

Bats Archers Rascals Prince X-Bow Royal Ghost

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Fireball

Punishments

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

Prince X-Bow Royal Ghost

Pump responses

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

Fireball

Dropped at the bridge

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

Rascals Prince X-Bow Royal Ghost

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

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 Archers Guards Prince
Giant Snowball
Bats Archers Guards
Zap
Bats Archers Guards Prince X-Bow
Barbarian Barrel
Archers Rascals Guards X-Bow Royal Ghost
The Log
Archers Rascals Guards Prince X-Bow
Earthquake
Archers Guards X-Bow
Arrows
Bats Archers Rascals Guards
Royal Delivery
Bats Archers Rascals Guards Prince Royal Ghost
Fireball
Archers Rascals X-Bow
Poison
Bats Archers Rascals Guards X-Bow
Lightning
Prince X-Bow
Rocket
Rascals Prince X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Royal Ghost

Ladder info

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 Guards Prince 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.

Fireball

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.

Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Guards Royal Ghost Fireball Rascals Prince X-Bow

Shortest cycle

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

11 Bats Archers Guards Royal Ghost

Attack Synergies 1 9

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.

Bats
Rascals Prince X-Bow
Archers
Prince X-Bow Royal Ghost
Rascals
Bats Prince
Fireball
X-Bow
Guards
X-Bow
Prince
Bats Archers Rascals Royal Ghost
X-Bow
Fireball Bats Archers Guards
Royal Ghost
Archers Prince

Defense Synergies 1 8

Bats
Rascals Prince X-Bow
Archers
Rascals Guards X-Bow
Rascals
Bats Archers
Fireball
X-Bow
Guards
Archers Prince X-Bow
Prince
Bats Guards
X-Bow
Fireball Bats Archers Guards
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.

Fireball X-Bow
Bats Rascals Prince X-Bow
Prince Bats Archers Rascals
Prince Bats Rascals Guards
Fireball Prince X-Bow
Fireball Bats Archers Rascals Guards X-Bow Royal Ghost
Bats Archers Rascals Fireball X-Bow
Rascals Fireball X-Bow
Rascals Prince X-Bow
Guards Archers Rascals Prince Royal Ghost
Bats Archers Guards Rascals Fireball X-Bow Royal Ghost
Bats Archers Rascals Fireball
Prince Bats Rascals Fireball Guards X-Bow
Fireball Bats Rascals Guards Prince X-Bow Royal Ghost
Rascals Prince X-Bow
Rascals Fireball Prince X-Bow
Bats Rascals Fireball Prince X-Bow
Fireball Bats Archers Rascals Guards Prince X-Bow Royal Ghost
Bats Archers Rascals Fireball Guards Royal Ghost
Prince
Rascals Royal Ghost Bats Archers Fireball Guards Prince

Counters to secondary win conditions

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

Rascals Guards Archers Fireball Prince X-Bow Royal Ghost
Fireball Archers Prince X-Bow Royal Ghost
Guards Bats Rascals Prince
Guards Prince Bats Rascals Fireball X-Bow
Rascals Guards Prince
Fireball Bats Archers Rascals
Rascals Guards Prince Bats Archers Fireball
Rascals Prince
Bats Fireball Prince X-Bow
Guards
Bats Rascals Guards Prince
Fireball Guards Prince
Rascals Prince Fireball Guards
Archers Rascals Fireball
Rascals Guards Bats Archers Fireball Prince X-Bow
Bats Archers Rascals Fireball 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.)

Fireball Rascals Guards X-Bow Royal Ghost
Fireball X-Bow Royal Ghost
Fireball X-Bow
Rascals Fireball Guards Prince
Fireball
Fireball Bats
Archers
Fireball X-Bow
Fireball X-Bow
Bats Fireball Guards Prince X-Bow
Fireball Prince X-Bow
Fireball Archers
Fireball
Fireball X-Bow
Fireball Prince X-Bow
X-Bow Fireball
Fireball X-Bow
Fireball
Bats
Archers Fireball Prince X-Bow
Fireball X-Bow
Fireball Prince X-Bow
Fireball
Prince X-Bow
Fireball X-Bow
Fireball
Fireball X-Bow Royal Ghost
Fireball Prince X-Bow
Fireball X-Bow
Bats Archers Fireball X-Bow
Bats Fireball Guards
Fireball
Fireball X-Bow
Fireball
Prince
Fireball
Bats Archers Fireball Guards Prince X-Bow
Fireball Archers
Fireball
Fireball Rascals Prince
Fireball
Fireball
Prince
Bats Rascals Fireball Guards
Bats Fireball
Fireball Prince X-Bow Royal Ghost

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