My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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 Goblin Gang Magic Archer

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.

Tombstone Battle Ram Dark Prince Magic Archer

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.

Void The Log

Punishments

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

Goblin Gang Battle Ram Dark Prince

Pump responses

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

Void

Dropped at the bridge

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

Fire Spirit Goblin Gang Battle Ram Dark Prince Magic Archer

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 Magic Archer

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
Goblin Gang Battle Ram Dark Prince
Giant Snowball
Fire Spirit Goblin Gang Tombstone Battle Ram
Zap
Fire Spirit Goblin Gang Tombstone Battle Ram Dark Prince
Barbarian Barrel
Fire Spirit Goblin Gang Tombstone Battle Ram Dark Prince Magic Archer
The Log
Fire Spirit Goblin Gang Tombstone Battle Ram Dark Prince
Earthquake
Goblin Gang Tombstone
Arrows
Fire Spirit Goblin Gang Tombstone
Royal Delivery
Fire Spirit Goblin Gang Battle Ram Dark Prince Magic Archer
Fireball
Goblin Gang Tombstone Battle Ram Magic Archer
Poison
Goblin Gang Tombstone Magic Archer
Lightning
Tombstone Battle Ram Dark Prince Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Dark Prince The Log Magic Archer

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 Tombstone Battle Ram Dark 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.

Fire Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Goblin Gang Tombstone Void Battle Ram Dark Prince Magic Archer

Shortest cycle

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

9 Fire Spirit The Log Goblin Gang Tombstone

Attack Synergies 2 6

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
Battle Ram Dark Prince
Goblin Gang
Battle Ram Dark Prince
Tombstone
Battle Ram
The Log Magic Archer Fire Spirit Goblin Gang
Void
Dark Prince
Fire Spirit Goblin Gang Magic Archer
The Log
Battle Ram Magic Archer
Magic Archer
Battle Ram Dark Prince The Log

Defense Synergies 0 9

Fire Spirit
The Log
Goblin Gang
Tombstone Dark Prince The Log Magic Archer
Tombstone
Goblin Gang Magic Archer
Battle Ram
Void
Dark Prince
Goblin Gang The Log Magic Archer
The Log
Fire Spirit Goblin Gang Dark Prince Magic Archer
Magic Archer
Goblin Gang Tombstone Dark Prince The Log

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.

Tombstone Void The Log Magic Archer
Goblin Gang Tombstone Dark Prince The Log
Goblin Gang Fire Spirit Tombstone Void Dark Prince
Goblin Gang Tombstone Dark Prince
Tombstone Dark Prince The Log
Goblin Gang The Log Fire Spirit Dark Prince Magic Archer
Fire Spirit Goblin Gang Tombstone Void Magic Archer
Void The Log Magic Archer
Goblin Gang Tombstone
Goblin Gang Fire Spirit Dark Prince
Goblin Gang Tombstone Dark Prince The Log Magic Archer
Goblin Gang Magic Archer
Tombstone Fire Spirit Goblin Gang Dark Prince The Log
Fire Spirit Goblin Gang Tombstone Dark Prince The Log Magic Archer
Goblin Gang Tombstone
Goblin Gang The Log
Goblin Gang Tombstone Dark Prince
Fire Spirit Tombstone Goblin Gang Dark Prince The Log Magic Archer
The Log Fire Spirit Tombstone Dark Prince Magic Archer
Goblin Gang Dark Prince Fire Spirit The Log

Counters to secondary win conditions

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

Goblin Gang Tombstone Void Dark Prince
Void Goblin Gang The Log Magic Archer
Goblin Gang Tombstone Dark Prince The Log
Goblin Gang Dark Prince The Log
Goblin Gang Tombstone Dark Prince
Fire Spirit Goblin Gang Magic Archer
Goblin Gang Dark Prince Tombstone Void
Dark Prince
Void Tombstone Dark Prince The Log Magic Archer
Goblin Gang Tombstone
Tombstone Dark Prince
Void Dark Prince The Log
Dark Prince Goblin Gang Tombstone
Magic Archer
Goblin Gang Tombstone Dark Prince The Log Magic Archer
Dark Prince The Log Magic Archer
Tombstone Void
Tombstone Void
Tombstone

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.)

Void Magic Archer The Log
Void The Log Magic Archer
Void The Log Magic Archer
Void Dark Prince The Log
Fire Spirit Dark Prince The Log Magic Archer
Fire Spirit Magic Archer
Fire Spirit The Log Magic Archer
The Log Fire Spirit Magic Archer
Void The Log
Fire Spirit Goblin Gang Void
Void Dark Prince The Log Magic Archer
Void Fire Spirit Magic Archer
Fire Spirit Void The Log Magic Archer
Void Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
Void Fire Spirit Dark Prince The Log Magic Archer
Fire Spirit Void The Log Magic Archer
Void The Log Magic Archer
Void
Void The Log
Void The Log
The Log Fire Spirit Dark Prince Magic Archer
Void The Log Magic Archer
Void The Log Magic Archer
Void The Log Magic Archer
Fire Spirit Void Magic Archer
Void
Void
Void The Log Magic Archer
Void Magic Archer
The Log Magic Archer
Fire Spirit Goblin Gang Tombstone Void Dark Prince Magic Archer
Fire Spirit Magic Archer
The Log
Void Goblin Gang Dark Prince Magic Archer
The Log Magic Archer
Void
Dark Prince
Goblin Gang The Log Magic Archer
Void Magic Archer
Void Dark Prince The Log Magic Archer
Void
Void

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