My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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.

Flying Machine

Defensive buildings

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

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Cage Flying Machine Dark 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.

Earthquake Fireball 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.

Earthquake Fireball Rocket

Dropped at the bridge

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

Flying Machine Dark Prince

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

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
Guards Skeleton Army Dark Prince
Giant Snowball
Flying Machine Guards Skeleton Army
Zap
Flying Machine Guards Skeleton Army Dark Prince
Barbarian Barrel
Goblin Cage Guards Skeleton Army Dark Prince
The Log
Goblin Cage Guards Skeleton Army Dark Prince
Earthquake
Goblin Cage Guards Skeleton Army
Arrows
Flying Machine Guards Skeleton Army
Royal Delivery
Goblin Cage Flying Machine Guards Skeleton Army Dark Prince
Fireball
Goblin Cage Flying Machine Skeleton Army
Poison
Goblin Cage Flying Machine Guards Skeleton Army
Lightning
Goblin Cage Dark Prince
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball 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.

Rocket Guards Skeleton Army Dark Prince

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Earthquake Guards Skeleton Army Fireball Goblin Cage Flying Machine Dark Prince Rocket

Shortest cycle

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

13 Earthquake Guards Skeleton Army Fireball

Attack Synergies 0 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.

Earthquake
Fireball Dark Prince
Fireball
Earthquake Dark Prince
Goblin Cage
Flying Machine Dark Prince
Flying Machine
Goblin Cage Dark Prince
Rocket
Guards
Skeleton Army
Dark Prince
Earthquake Fireball Goblin Cage Flying Machine

Defense Synergies 0 11

Earthquake
Fireball Goblin Cage
Fireball
Earthquake Goblin Cage Dark Prince
Goblin Cage
Earthquake Fireball Flying Machine Guards Skeleton Army
Flying Machine
Goblin Cage Guards Skeleton Army Dark Prince
Rocket
Guards
Goblin Cage Flying Machine Skeleton Army
Skeleton Army
Goblin Cage Flying Machine Guards
Dark Prince
Fireball Flying Machine

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.

Earthquake Rocket Fireball Goblin Cage Flying Machine
Skeleton Army Goblin Cage Flying Machine Dark Prince
Goblin Cage Rocket Skeleton Army Dark Prince
Goblin Cage Skeleton Army Guards Dark Prince
Earthquake Fireball Goblin Cage Rocket Skeleton Army Dark Prince
Fireball Skeleton Army Earthquake Flying Machine Guards Dark Prince
Rocket Fireball Goblin Cage Flying Machine
Earthquake Rocket Fireball Goblin Cage Flying Machine
Goblin Cage Skeleton Army
Guards Skeleton Army Dark Prince
Guards Skeleton Army Earthquake Fireball Flying Machine Dark Prince
Fireball Flying Machine
Goblin Cage Skeleton Army Earthquake Fireball Flying Machine Rocket Guards Dark Prince
Fireball Rocket Skeleton Army Earthquake Goblin Cage Guards Dark Prince
Skeleton Army Goblin Cage
Rocket Skeleton Army Fireball Goblin Cage
Fireball Goblin Cage Skeleton Army Dark Prince
Fireball Goblin Cage Flying Machine Guards Skeleton Army Dark Prince
Earthquake Goblin Cage Fireball Flying Machine Guards Dark Prince
Goblin Cage
Skeleton Army Dark Prince Earthquake Fireball Flying Machine Guards

Counters to secondary win conditions

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

Guards Skeleton Army Fireball Goblin Cage Dark Prince
Fireball Flying Machine Rocket
Guards Skeleton Army Goblin Cage Rocket Dark Prince
Rocket Guards Skeleton Army Dark Prince Fireball Goblin Cage
Goblin Cage Guards Skeleton Army Dark Prince
Fireball Rocket Flying Machine
Rocket Guards Skeleton Army Dark Prince Fireball Goblin Cage Flying Machine
Goblin Cage Skeleton Army Dark Prince
Goblin Cage Rocket Fireball Flying Machine Skeleton Army Dark Prince
Goblin Cage Guards Skeleton Army
Goblin Cage Flying Machine Guards Dark Prince
Rocket Skeleton Army Fireball Goblin Cage Guards Dark Prince
Rocket Skeleton Army Dark Prince Fireball Goblin Cage Guards
Fireball Goblin Cage Flying Machine Skeleton Army
Guards Skeleton Army Fireball Goblin Cage Flying Machine Rocket Dark Prince
Earthquake Fireball Goblin Cage Flying Machine Dark Prince

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.)

Earthquake Fireball Flying Machine Rocket Guards
Fireball Flying Machine
Earthquake Rocket Fireball Flying Machine
Earthquake Fireball Flying Machine Rocket Guards Dark Prince
Fireball Rocket Earthquake Dark Prince
Fireball Flying Machine Rocket
Earthquake Flying Machine
Earthquake Fireball Flying Machine
Fireball Flying Machine
Rocket Fireball Guards
Rocket Earthquake Fireball Flying Machine Dark Prince
Fireball Flying Machine Rocket
Earthquake Flying Machine Rocket Fireball
Earthquake Fireball Flying Machine Rocket
Earthquake Fireball Flying Machine
Earthquake Rocket Fireball Flying Machine
Earthquake Fireball Flying Machine Rocket
Earthquake Fireball Rocket
Rocket
Rocket Earthquake Fireball Flying Machine Dark Prince
Rocket Earthquake Fireball Flying Machine
Rocket Earthquake Fireball
Rocket Fireball
Rocket
Earthquake Rocket Fireball Flying Machine
Earthquake Fireball Dark Prince
Fireball Earthquake Flying Machine
Fireball Flying Machine
Fireball Rocket
Fireball Flying Machine
Rocket Fireball Flying Machine Guards
Fireball
Earthquake Fireball Rocket
Rocket Fireball
Rocket Earthquake Fireball
Earthquake Fireball Flying Machine Rocket Guards Skeleton Army Dark Prince
Fireball Rocket Flying Machine
Fireball
Fireball Flying Machine Rocket Dark Prince
Earthquake Fireball Flying Machine
Rocket Fireball
Flying Machine Dark Prince
Fireball Flying Machine Rocket Guards
Fireball Flying Machine Rocket
Fireball Flying Machine Rocket Dark Prince

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