My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Wizard Baby Dragon Little Prince

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 Wizard Baby Dragon Little Prince

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows The Log

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Baby Dragon

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.

Goblin Barrel

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 Goblin Barrel Skeleton Army
Giant Snowball
Skeletons Goblin Barrel Skeleton Army Baby Dragon Little Prince
Zap
Skeletons Goblin Barrel Skeleton Army Little Prince
Barbarian Barrel
Skeletons Wizard Goblin Barrel Skeleton Army Little Prince
The Log
Skeletons Goblin Barrel Skeleton Army Little Prince
Earthquake
Skeletons Goblin Barrel Skeleton Army
Arrows
Skeletons Goblin Barrel Skeleton Army Little Prince
Royal Delivery
Skeletons Wizard Goblin Barrel Skeleton Army Baby Dragon Little Prince
Fireball
Wizard Goblin Barrel Skeleton Army Baby Dragon Little Prince
Poison
Wizard Skeleton Army Little Prince
Lightning
Wizard Baby Dragon Little Prince
Rocket
Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon The Log

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.

Arrows Skeleton Army Baby Dragon

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.

Goblin Barrel 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.

Wizard Goblin Barrel

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.

Skeletons The Log Arrows Goblin Barrel Skeleton Army Little Prince Baby Dragon Wizard

Shortest cycle

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

9 Skeletons The Log Arrows Goblin Barrel

Attack Synergies 0 4

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
Arrows
Goblin Barrel
Wizard
Goblin Barrel
Arrows Skeleton Army Baby Dragon
Skeleton Army
Goblin Barrel
Baby Dragon
Goblin Barrel
The Log
Little Prince
Little Prince
The Log

Defense Synergies 0 11

Skeletons
Wizard Baby Dragon The Log Little Prince
Arrows
Little Prince
Wizard
Skeletons Skeleton Army The Log
Goblin Barrel
Skeleton Army
Wizard The Log
Baby Dragon
Skeletons The Log Little Prince
The Log
Skeletons Wizard Skeleton Army Baby Dragon Little Prince
Little Prince
Skeletons Arrows Baby Dragon 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.

Wizard Baby Dragon The Log
Skeleton Army Skeletons The Log
Skeleton Army Skeletons
Skeleton Army Skeletons
Arrows Skeleton Army The Log
Arrows Skeleton Army The Log Skeletons Baby Dragon
Arrows Wizard Baby Dragon Little Prince
Arrows Baby Dragon The Log
Skeletons Skeleton Army
Skeleton Army Skeletons Little Prince
Skeleton Army Skeletons Arrows Wizard Baby Dragon The Log
Arrows Wizard Baby Dragon
Skeleton Army Skeletons Wizard The Log
Wizard Skeleton Army Arrows Baby Dragon The Log
Skeleton Army
Skeleton Army The Log
Wizard Skeletons Arrows Skeleton Army
Arrows Wizard Skeleton Army Baby Dragon The Log Little Prince
Arrows Wizard Baby Dragon The Log Little Prince
Wizard Skeleton Army Arrows Baby Dragon The Log Little Prince

Counters to secondary win conditions

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

Skeleton Army Skeletons
Arrows Wizard Baby Dragon The Log
Skeleton Army Skeletons The Log
Skeleton Army The Log
Skeletons Skeleton Army
Arrows Wizard Skeletons Baby Dragon
Skeleton Army Skeletons
Skeleton Army
Skeletons Skeleton Army Baby Dragon The Log
Skeletons Skeleton Army
Skeleton Army Arrows The Log
Skeleton Army Skeletons Wizard
Wizard Skeleton Army Baby Dragon
Skeleton Army Skeletons Baby Dragon The Log Little Prince
Arrows Wizard Baby Dragon The Log

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.)

Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows The Log
Wizard Arrows Baby Dragon The Log
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon The Log
Arrows The Log Wizard Baby Dragon
Arrows The Log Wizard
Arrows Wizard The Log
Arrows Wizard Baby Dragon
Baby Dragon The Log
Arrows Baby Dragon
Arrows Baby Dragon The Log
Arrows Wizard Baby Dragon The Log
Arrows Wizard Baby Dragon The Log
Arrows
Arrows Wizard Baby Dragon The Log
Arrows Wizard Baby Dragon The Log Little Prince
Baby Dragon The Log
Arrows Wizard
The Log
Arrows Baby Dragon The Log
Arrows The Log Wizard Baby Dragon Little Prince
Arrows The Log Wizard Baby Dragon
Arrows Wizard Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Wizard Baby Dragon Little Prince
Wizard
Arrows Wizard The Log
Arrows
Arrows Wizard The Log
Skeleton Army
Arrows Wizard Baby Dragon
Arrows The Log
Wizard Baby Dragon
Arrows The Log Wizard Baby Dragon
Arrows
Baby Dragon The Log
Baby Dragon The Log Little Prince

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