My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Fire Spirit Bats Wizard

Defensive buildings

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

Tombstone

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 Tombstone Wizard Dark Prince Giant Skeleton

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.

Rocket

Punishments

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

Dark Prince

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit Dark 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.

Dark Prince Giant Skeleton

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 Dark Prince Giant Skeleton
Giant Snowball
Fire Spirit Bomber Bats Tombstone
Zap
Fire Spirit Bomber Bats Tombstone Dark Prince
Barbarian Barrel
Fire Spirit Bomber Tombstone Wizard Dark Prince Giant Skeleton
The Log
Fire Spirit Bomber Tombstone Dark Prince Giant Skeleton
Earthquake
Bomber Tombstone
Arrows
Fire Spirit Bomber Bats Tombstone
Royal Delivery
Fire Spirit Bomber Bats Wizard Dark Prince Giant Skeleton
Fireball
Bomber Tombstone Wizard
Poison
Bomber Bats Tombstone Wizard
Lightning
Tombstone Wizard Dark Prince
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Wizard Rocket 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.

Fire Spirit Bats Tombstone Rocket Dark 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.

Fire Spirit 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.

Fire Spirit Bomber Bats Tombstone Dark Prince Wizard Rocket Giant Skeleton

Shortest cycle

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

8 Fire Spirit Bomber Bats Tombstone

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.

Fire Spirit
Dark Prince Giant Skeleton
Bomber
Bats Dark Prince Giant Skeleton
Bats
Giant Skeleton Bomber Dark Prince
Tombstone
Wizard
Dark Prince Giant Skeleton
Rocket
Dark Prince
Fire Spirit Bomber Bats Wizard
Giant Skeleton
Bats Fire Spirit Bomber Wizard

Defense Synergies 0 10

Fire Spirit
Giant Skeleton
Bomber
Bats Tombstone Dark Prince
Bats
Bomber Dark Prince Giant Skeleton
Tombstone
Bomber Wizard Rocket
Wizard
Tombstone Dark Prince Giant Skeleton
Rocket
Tombstone
Dark Prince
Bomber Bats Wizard
Giant Skeleton
Fire Spirit Bats Wizard

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.

Rocket Bomber Tombstone Wizard
Bomber Bats Tombstone Dark Prince
Rocket Fire Spirit Bomber Bats Tombstone Dark Prince Giant Skeleton
Bomber Bats Tombstone Dark Prince
Bomber Tombstone Rocket Dark Prince Giant Skeleton
Fire Spirit Bomber Bats Dark Prince
Bats Rocket Fire Spirit Tombstone Wizard
Rocket Giant Skeleton
Tombstone
Fire Spirit Bomber Dark Prince Giant Skeleton
Bats Bomber Tombstone Wizard Dark Prince Giant Skeleton
Bats Wizard
Tombstone Fire Spirit Bomber Bats Wizard Rocket Dark Prince Giant Skeleton
Fire Spirit Bomber Wizard Rocket Bats Tombstone Dark Prince
Tombstone
Rocket
Wizard Bomber Bats Tombstone Dark Prince
Fire Spirit Tombstone Bomber Bats Wizard Dark Prince
Wizard Fire Spirit Bomber Bats Tombstone Dark Prince Giant Skeleton
Bomber Wizard Dark Prince Fire Spirit Bats Giant Skeleton

Counters to secondary win conditions

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

Tombstone Dark Prince Giant Skeleton
Bomber Wizard Rocket
Tombstone Giant Skeleton Bats Rocket Dark Prince
Rocket Dark Prince Giant Skeleton Bats
Giant Skeleton Tombstone Dark Prince
Fire Spirit Wizard Rocket Bats
Rocket Dark Prince Bats Tombstone Giant Skeleton
Giant Skeleton Dark Prince
Rocket Giant Skeleton Bats Tombstone Dark Prince
Tombstone
Bats Tombstone Dark Prince Giant Skeleton
Rocket Dark Prince Giant Skeleton
Rocket Dark Prince Giant Skeleton Tombstone Wizard
Wizard Bomber
Tombstone Bomber Bats Rocket Dark Prince Giant Skeleton
Bats Bomber Wizard Dark Prince Giant Skeleton

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.)

Rocket Giant Skeleton
Rocket Giant Skeleton
Rocket Dark Prince Giant Skeleton
Bomber Wizard Rocket Fire Spirit Dark Prince
Wizard Fire Spirit Bats Rocket
Fire Spirit Bomber Wizard
Fire Spirit Wizard
Wizard
Rocket Fire Spirit Bats
Rocket Wizard Dark Prince
Fire Spirit Wizard Rocket
Rocket Fire Spirit
Rocket
Rocket Bomber Wizard
Wizard Rocket
Rocket
Bomber Bats Rocket
Rocket Fire Spirit Bomber Wizard Dark Prince
Rocket Fire Spirit Bomber Wizard
Rocket Giant Skeleton
Rocket Wizard
Rocket
Rocket
Fire Spirit Bomber Wizard Dark Prince
Wizard
Wizard
Rocket
Fire Spirit Bats Wizard
Rocket Bats Wizard
Bomber Wizard Rocket
Rocket
Giant Skeleton
Rocket Wizard
Fire Spirit Bats Tombstone Rocket Dark Prince
Rocket Fire Spirit Wizard
Wizard Rocket Dark Prince
Bomber Wizard
Rocket Giant Skeleton
Dark Prince
Bats Rocket Giant Skeleton
Bats Rocket
Rocket Dark Prince Giant Skeleton

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