My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Hut Electro Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Bomber Bats Goblin Hut Prince Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Freeze

Punishments

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

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.

Prince Giant Skeleton

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.

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

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Freeze

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 Freeze Prince Giant Skeleton

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bomber Bats Freeze Electro Wizard Goblin Hut Prince Giant Skeleton

Shortest cycle

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

8 Mirror Bomber Bats Freeze

Attack Synergies 1 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.

Bomber
Bats Prince Giant Skeleton
Bats
Giant Skeleton Bomber Prince
Goblin Hut
Mirror Prince Giant Skeleton
Mirror
Goblin Hut Freeze Giant Skeleton
Freeze
Mirror
Prince
Bomber Bats Goblin Hut Electro Wizard
Giant Skeleton
Bats Bomber Goblin Hut Mirror Electro Wizard
Electro Wizard
Prince Giant Skeleton

Defense Synergies 0 13

Bomber
Bats Electro Wizard
Bats
Bomber Freeze Prince Giant Skeleton Electro Wizard
Goblin Hut
Mirror Giant Skeleton Electro Wizard
Mirror
Goblin Hut Electro Wizard
Freeze
Bats Electro Wizard
Prince
Bats Electro Wizard
Giant Skeleton
Bats Goblin Hut Electro Wizard
Electro Wizard
Bomber Bats Goblin Hut Mirror Freeze Prince Giant Skeleton

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.

Bomber Goblin Hut Electro Wizard
Bomber Bats Goblin Hut Prince Electro Wizard
Goblin Hut Prince Bomber Bats Freeze Giant Skeleton Electro Wizard
Goblin Hut Prince Bomber Bats Electro Wizard
Bomber Prince Giant Skeleton
Freeze Bomber Bats Electro Wizard
Bats Electro Wizard Goblin Hut Freeze
Giant Skeleton Electro Wizard
Goblin Hut Prince
Bomber Prince Giant Skeleton Electro Wizard
Bats Electro Wizard Bomber Goblin Hut Freeze Giant Skeleton
Bats Goblin Hut Electro Wizard
Goblin Hut Prince Bomber Bats Freeze Giant Skeleton Electro Wizard
Bomber Bats Goblin Hut Freeze Prince Electro Wizard
Goblin Hut Prince Electro Wizard
Goblin Hut Freeze Prince Electro Wizard
Bomber Bats Goblin Hut Prince Electro Wizard
Bomber Bats Goblin Hut Prince Electro Wizard
Freeze Bomber Bats Goblin Hut Giant Skeleton Electro Wizard
Goblin Hut Prince Electro Wizard
Bomber Bats Prince Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Goblin Hut Prince Giant Skeleton Electro Wizard
Electro Wizard Bomber Prince
Giant Skeleton Bats Goblin Hut Prince Electro Wizard
Prince Giant Skeleton Bats Electro Wizard
Giant Skeleton Goblin Hut Prince
Bats Goblin Hut Freeze Electro Wizard
Prince Bats Goblin Hut Giant Skeleton Electro Wizard
Giant Skeleton Prince
Freeze Giant Skeleton Electro Wizard Bats Goblin Hut Prince
Goblin Hut
Bats Goblin Hut Prince Giant Skeleton
Prince Giant Skeleton Electro Wizard
Prince Giant Skeleton
Bomber
Goblin Hut Electro Wizard Bomber Bats Freeze Prince Giant Skeleton
Bats Bomber Goblin Hut Freeze Giant Skeleton 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.)

Freeze Giant Skeleton
Electro Wizard
Goblin Hut Giant Skeleton
Freeze Prince Giant Skeleton
Bomber
Bats Freeze
Bomber
Freeze
Bats Prince Electro Wizard
Prince Electro Wizard
Goblin Hut
Freeze
Goblin Hut Prince
Bomber Goblin Hut
Goblin Hut
Freeze
Bomber Bats
Bomber Prince Electro Wizard
Bomber
Prince Giant Skeleton
Prince
Freeze Bomber
Electro Wizard
Prince
Bats Electro Wizard
Electro Wizard Bats Goblin Hut Freeze
Bomber
Freeze Electro Wizard
Prince Giant Skeleton
Electro Wizard Bats Goblin Hut Freeze Prince
Electro Wizard
Freeze
Prince Electro Wizard
Bomber
Giant Skeleton
Prince
Bats Freeze Giant Skeleton Electro Wizard
Bats Electro Wizard
Freeze Prince Giant Skeleton Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: