My Best Clash Royale Deck

Deck Check Rating

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

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 Gang

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.

Skeletons Ice Spirit Bats Prince

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.

Zap Tornado

Punishments

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

Goblin Gang 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.

Ice Spirit Goblins Goblin Gang 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
Skeletons Bats Goblin Gang Prince
Giant Snowball
Skeletons Goblins Bats Goblin Gang
Zap
Skeletons Goblins Bats Goblin Gang Prince
Barbarian Barrel
Skeletons Ice Spirit Goblins Goblin Gang
The Log
Skeletons Ice Spirit Goblins Goblin Gang Prince
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Ice Spirit Goblins Bats Goblin Gang
Royal Delivery
Skeletons Ice Spirit Goblins Bats Goblin Gang Prince
Fireball
Goblin Gang
Poison
Bats Goblin Gang
Lightning
Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Tornado

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.

Ice Spirit Bats Tornado Prince

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.

Ice Spirit Goblins Goblin Gang

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Goblins Bats Zap Goblin Gang Tornado Prince

Shortest cycle

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

6 Skeletons Ice Spirit Goblins Bats

Attack Synergies 3 7

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.

Skeletons
Ice Spirit
Zap Goblins Bats Prince
Goblins
Ice Spirit Zap
Bats
Ice Spirit Zap Prince
Zap
Ice Spirit Tornado Prince Goblins Bats
Goblin Gang
Prince
Tornado
Zap
Prince
Zap Ice Spirit Bats Goblin Gang

Defense Synergies 2 17

Skeletons
Ice Spirit Bats Zap Tornado Prince
Ice Spirit
Zap Goblin Gang Skeletons Goblins Bats Tornado Prince
Goblins
Ice Spirit Zap
Bats
Skeletons Ice Spirit Zap Prince
Zap
Ice Spirit Skeletons Goblins Bats Goblin Gang Tornado Prince
Goblin Gang
Ice Spirit Zap Prince
Tornado
Skeletons Ice Spirit Zap Prince
Prince
Skeletons Ice Spirit Bats Zap Goblin Gang Tornado

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.

Zap
Skeletons Ice Spirit Goblins Bats Zap Goblin Gang Prince
Goblin Gang Tornado Prince Skeletons Goblins Bats
Prince Skeletons Goblins Bats Goblin Gang
Tornado Prince
Goblin Gang Tornado Skeletons Goblins Bats Zap
Bats Tornado Ice Spirit Zap Goblin Gang
Zap
Skeletons Goblins Goblin Gang Tornado Prince
Goblin Gang Tornado Skeletons Ice Spirit Goblins Prince
Goblins Bats Goblin Gang Skeletons Zap Tornado
Bats Zap Goblin Gang Tornado
Prince Skeletons Ice Spirit Bats Zap Goblin Gang
Ice Spirit Goblins Bats Zap Goblin Gang Tornado Prince
Goblin Gang Prince
Tornado Ice Spirit Zap Goblin Gang Prince
Skeletons Goblins Bats Goblin Gang Tornado Prince
Ice Spirit Goblins Bats Zap Goblin Gang Tornado Prince
Zap Tornado Ice Spirit Bats
Tornado Prince
Goblin Gang Goblins Bats Prince

Counters to secondary win conditions

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

Goblin Gang Skeletons Goblins Zap Prince
Zap Goblin Gang Prince
Goblin Gang Skeletons Ice Spirit Goblins Bats Zap Prince
Goblin Gang Prince Bats Zap Tornado
Skeletons Goblin Gang Prince
Skeletons Ice Spirit Bats Zap Goblin Gang Tornado
Goblin Gang Prince Skeletons Goblins Bats
Prince
Zap Skeletons Ice Spirit Goblins Bats Tornado Prince
Skeletons Goblin Gang
Bats Prince
Zap Tornado Prince
Prince Skeletons Goblin Gang
Goblin Gang Skeletons Ice Spirit Goblins Bats Zap Tornado Prince
Bats Zap

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.)

Zap Tornado
Prince
Zap
Ice Spirit Bats Zap Tornado
Tornado
Ice Spirit Zap Tornado
Zap Tornado
Goblins Bats Goblin Gang Tornado Prince
Zap Tornado Prince
Zap Tornado
Zap Prince
Zap
Tornado
Bats
Zap Prince
Zap Tornado
Prince
Tornado
Tornado Prince
Zap
Zap Tornado Ice Spirit
Zap Tornado
Zap Tornado Prince
Zap Tornado
Bats Zap Tornado
Zap Ice Spirit Bats
Zap
Zap Ice Spirit
Prince
Zap Ice Spirit Bats Goblin Gang Prince
Zap Tornado
Goblin Gang Prince
Zap
Zap Tornado
Prince
Zap Ice Spirit Bats Goblin Gang Tornado
Bats Zap Tornado
Zap Tornado Prince

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