My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Ice Wizard

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.

Royal Recruits Dark Prince Ice Wizard Royal Ghost

Offensive cards

Win conditions

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

Royal Hogs Miner

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.

Royal Recruits Royal Hogs Dark Prince Miner Royal Ghost

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Royal Recruits Royal Hogs Dark Prince 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 Hogs Dark Prince Miner 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
Royal Recruits Royal Hogs Skeleton Army Dark Prince Miner
Giant Snowball
Royal Recruits Royal Hogs Skeleton Army Miner
Zap
Royal Hogs Skeleton Army Dark Prince
Barbarian Barrel
Royal Recruits Royal Hogs Skeleton Army Dark Prince Ice Wizard Royal Ghost
The Log
Royal Recruits Royal Hogs Skeleton Army Dark Prince
Earthquake
Royal Hogs Skeleton Army
Arrows
Royal Recruits Royal Hogs Skeleton Army
Royal Delivery
Royal Recruits Royal Hogs Skeleton Army Dark Prince Miner Ice Wizard Royal Ghost
Fireball
Royal Hogs Skeleton Army Ice Wizard
Poison
Royal Recruits Royal Hogs Skeleton Army Ice Wizard
Lightning
Dark Prince Ice Wizard
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Dark Prince Ice Wizard Royal Ghost

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.

Royal Recruits Skeleton Army Dark Prince Miner Ice Wizard 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 Skeleton Army

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 Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Miner Ice Wizard Royal Ghost Fireball Dark Prince Royal Hogs Royal Recruits

Shortest cycle

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

12 Skeleton Army Miner Ice Wizard Royal Ghost

Attack Synergies 0 10

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.

Royal Recruits
Royal Hogs Royal Ghost
Fireball
Royal Hogs Dark Prince Miner
Royal Hogs
Royal Recruits Fireball Dark Prince
Skeleton Army
Dark Prince
Fireball Royal Hogs Miner Ice Wizard Royal Ghost
Miner
Fireball Dark Prince Royal Ghost
Ice Wizard
Dark Prince
Royal Ghost
Royal Recruits Dark Prince Miner

Defense Synergies 0 8

Royal Recruits
Skeleton Army Ice Wizard
Fireball
Dark Prince Miner Ice Wizard
Royal Hogs
Skeleton Army
Royal Recruits Ice Wizard
Dark Prince
Fireball Ice Wizard Royal Ghost
Miner
Fireball
Ice Wizard
Royal Recruits Fireball Skeleton Army Dark Prince
Royal Ghost
Dark Prince

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.

Royal Recruits Fireball
Skeleton Army Royal Recruits Dark Prince Ice Wizard
Skeleton Army Royal Recruits Dark Prince Ice Wizard
Royal Recruits Skeleton Army Dark Prince Ice Wizard
Royal Recruits Fireball Skeleton Army Dark Prince
Fireball Skeleton Army Dark Prince Ice Wizard Royal Ghost
Fireball Ice Wizard
Royal Recruits Fireball
Royal Recruits Skeleton Army Ice Wizard
Skeleton Army Royal Recruits Dark Prince Miner Ice Wizard Royal Ghost
Skeleton Army Ice Wizard Royal Recruits Fireball Dark Prince Royal Ghost
Fireball Ice Wizard
Royal Recruits Skeleton Army Fireball Dark Prince Ice Wizard
Fireball Skeleton Army Royal Recruits Dark Prince Royal Ghost
Royal Recruits Skeleton Army
Skeleton Army Royal Recruits Fireball
Royal Recruits Fireball Skeleton Army Dark Prince
Fireball Royal Recruits Skeleton Army Dark Prince Ice Wizard Royal Ghost
Royal Recruits Fireball Dark Prince Ice Wizard Royal Ghost
Royal Recruits
Royal Recruits Skeleton Army Dark Prince Royal Ghost Fireball

Counters to secondary win conditions

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

Royal Recruits Skeleton Army Fireball Dark Prince Royal Ghost
Fireball Miner Royal Ghost
Royal Recruits Skeleton Army Dark Prince
Royal Recruits Skeleton Army Dark Prince Fireball
Royal Recruits Skeleton Army Dark Prince
Fireball Ice Wizard
Royal Recruits Skeleton Army Dark Prince Fireball Ice Wizard
Royal Recruits Skeleton Army Dark Prince
Royal Recruits Fireball Skeleton Army Dark Prince
Royal Recruits Skeleton Army
Royal Recruits Dark Prince
Royal Recruits Skeleton Army Fireball Dark Prince
Royal Recruits Skeleton Army Dark Prince Fireball
Royal Recruits Fireball Skeleton Army
Royal Recruits Skeleton Army Fireball Dark Prince
Royal Recruits Fireball Dark Prince Ice Wizard 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 Royal Recruits Royal Ghost
Fireball Miner Ice Wizard Royal Ghost
Fireball Miner
Royal Recruits Fireball Dark Prince
Fireball Dark Prince
Fireball Ice Wizard
Fireball Ice Wizard
Fireball Miner
Fireball
Miner Royal Recruits Fireball Dark Prince
Fireball
Fireball Miner
Fireball
Fireball
Fireball
Royal Recruits Fireball
Fireball
Fireball Dark Prince
Fireball Miner
Fireball
Fireball
Royal Recruits Fireball
Fireball Dark Prince Ice Wizard
Fireball Miner Ice Wizard Royal Ghost
Fireball Miner
Fireball Miner
Fireball Ice Wizard
Fireball
Fireball
Fireball Miner
Fireball
Fireball
Royal Recruits Fireball Skeleton Army Dark Prince
Fireball Ice Wizard
Fireball
Fireball Miner Dark Prince
Fireball
Fireball
Royal Recruits Dark Prince
Royal Recruits Fireball
Fireball
Royal Recruits Fireball Dark Prince Miner Royal Ghost

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