My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Bad
F2P score
Mediocre

3 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 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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.

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.

Skeletons Bomber Royal Giant 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 Giant

Damage spells

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

Zap The Log

Punishments

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

Royal Giant Dark Prince Royal Ghost

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.

Royal Giant 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.

Dark Prince 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
Skeletons Bomber Royal Giant Dark Prince
Giant Snowball
Skeletons Bomber
Zap
Skeletons Bomber Royal Giant Dark Prince
Barbarian Barrel
Skeletons Bomber Dark Prince Ice Wizard Royal Ghost
The Log
Skeletons Bomber Royal Giant Dark Prince
Earthquake
Skeletons Bomber
Arrows
Skeletons Bomber
Royal Delivery
Skeletons Bomber Dark Prince Ice Wizard Royal Ghost
Fireball
Bomber Ice Wizard
Poison
Bomber Ice Wizard
Lightning
Dark Prince Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Dark Prince The Log 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.

Dark Prince 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.

Royal Giant

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Zap The Log Ice Wizard Royal Ghost Dark Prince Royal Giant

Shortest cycle

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

7 Skeletons Bomber Zap The Log

Attack Synergies 2 12

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
Bomber
Royal Giant Zap Dark Prince
Zap
Bomber Royal Giant Dark Prince The Log Ice Wizard Royal Ghost
Royal Giant
Bomber Ice Wizard Zap Dark Prince The Log Royal Ghost
Dark Prince
Bomber Zap Royal Giant Ice Wizard Royal Ghost
The Log
Zap Royal Giant
Ice Wizard
Royal Giant Zap Dark Prince
Royal Ghost
Zap Royal Giant Dark Prince

Defense Synergies 0 19

Skeletons
Bomber Zap Dark Prince The Log Ice Wizard Royal Ghost
Bomber
Skeletons Zap Dark Prince The Log Royal Ghost
Zap
Skeletons Bomber Dark Prince The Log Ice Wizard Royal Ghost
Royal Giant
Dark Prince
Skeletons Bomber Zap The Log Ice Wizard Royal Ghost
The Log
Skeletons Bomber Zap Dark Prince Ice Wizard Royal Ghost
Ice Wizard
Skeletons Zap Dark Prince The Log
Royal Ghost
Skeletons Bomber Zap 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.

Bomber Zap The Log
Skeletons Bomber Zap Dark Prince The Log Ice Wizard
Skeletons Bomber Dark Prince Ice Wizard
Skeletons Bomber Dark Prince Ice Wizard
Bomber Dark Prince The Log
The Log Skeletons Bomber Zap Dark Prince Ice Wizard Royal Ghost
Zap Ice Wizard
Zap The Log
Skeletons Ice Wizard
Skeletons Bomber Dark Prince Ice Wizard Royal Ghost
Ice Wizard Skeletons Bomber Zap Dark Prince The Log Royal Ghost
Zap Ice Wizard
Skeletons Bomber Zap Dark Prince The Log Ice Wizard
Bomber Zap Dark Prince The Log Royal Ghost
Zap The Log
Skeletons Bomber Dark Prince
Bomber Zap Dark Prince The Log Ice Wizard Royal Ghost
Zap The Log Bomber Dark Prince Ice Wizard Royal Ghost
Bomber Dark Prince Royal Ghost The Log

Counters to secondary win conditions

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

Skeletons Zap Dark Prince Royal Ghost
Bomber Zap The Log Royal Ghost
Skeletons Zap Dark Prince The Log
Dark Prince Zap The Log
Skeletons Dark Prince
Skeletons Zap Ice Wizard
Dark Prince Skeletons Ice Wizard
Dark Prince
Zap Skeletons Dark Prince The Log
Skeletons
Dark Prince
Zap Dark Prince The Log
Dark Prince Skeletons
Bomber
Skeletons Bomber Zap Dark Prince The Log
Bomber Zap Dark Prince The Log 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.)

The Log Royal Ghost
Zap The Log Ice Wizard Royal Ghost
The Log
Dark Prince The Log
Bomber Zap Dark Prince The Log
Zap Ice Wizard
Bomber The Log
The Log Zap Ice Wizard
The Log Zap
Zap Dark Prince The Log
Zap
The Log
Zap The Log
Bomber Zap The Log
The Log
Bomber
Bomber Zap Dark Prince The Log
Bomber Zap The Log
The Log
The Log
Zap The Log
Zap The Log Bomber Dark Prince Ice Wizard
The Log Zap Ice Wizard Royal Ghost
Zap The Log
Zap The Log
Zap Ice Wizard
Zap
Bomber Zap The Log
Zap
The Log
Zap Dark Prince
Zap Ice Wizard
The Log
Dark Prince
The Log Bomber Zap
Zap
Dark Prince
Zap The Log
Zap
Zap Dark Prince The Log Royal Ghost

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