My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
F2P score
Great!

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 direct tower 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 spells that can finish it off. 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!
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 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!
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.

Fire Spirit Firecracker

Defensive buildings

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

Mortar Bomb Tower

Investments

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

Skeletons Firecracker Dark Prince Monk

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Missing

Punishments

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

Mortar Elite Barbarians Dark Prince

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.

Fire Spirit Mortar Elite Barbarians 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.

Firecracker Elite Barbarians Dark Prince Monk

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 Elite Barbarians Dark Prince
Giant Snowball
Skeletons Fire Spirit
Zap
Skeletons Fire Spirit Firecracker Mortar Dark Prince
Barbarian Barrel
Skeletons Fire Spirit Firecracker Mortar Elite Barbarians Bomb Tower Dark Prince
The Log
Skeletons Fire Spirit Firecracker Elite Barbarians Dark Prince
Earthquake
Skeletons Firecracker Mortar Bomb Tower
Arrows
Skeletons Fire Spirit Firecracker
Royal Delivery
Skeletons Fire Spirit Firecracker Elite Barbarians Dark Prince
Fireball
Firecracker Mortar Elite Barbarians Bomb Tower
Poison
Firecracker Mortar Bomb Tower
Lightning
Mortar Elite Barbarians Bomb Tower Dark Prince Monk
Rocket
Mortar Elite Barbarians Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Firecracker Mortar Bomb Tower 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.

Fire Spirit 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.

Elite Barbarians

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Firecracker Mortar Bomb Tower Dark Prince Monk Elite Barbarians

Shortest cycle

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

9 Skeletons Fire Spirit Firecracker Mortar

Attack Synergies 0 8

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
Fire Spirit
Mortar Elite Barbarians Dark Prince
Firecracker
Mortar Elite Barbarians Dark Prince Monk
Mortar
Fire Spirit Firecracker Dark Prince
Elite Barbarians
Fire Spirit Firecracker
Bomb Tower
Dark Prince
Fire Spirit Firecracker Mortar
Monk
Firecracker

Defense Synergies 1 11

Skeletons
Fire Spirit Firecracker Mortar Elite Barbarians Bomb Tower Dark Prince Monk
Fire Spirit
Skeletons Firecracker
Firecracker
Skeletons Fire Spirit Mortar Bomb Tower Dark Prince
Mortar
Skeletons Firecracker
Elite Barbarians
Dark Prince Skeletons
Bomb Tower
Skeletons Firecracker
Dark Prince
Elite Barbarians Skeletons Firecracker
Monk
Skeletons

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.

Firecracker Mortar
Elite Barbarians Bomb Tower Skeletons Firecracker Mortar Dark Prince Monk
Mortar Bomb Tower Skeletons Fire Spirit Elite Barbarians Dark Prince
Elite Barbarians Bomb Tower Skeletons Firecracker Mortar Dark Prince Monk
Firecracker Elite Barbarians Bomb Tower Dark Prince Monk
Skeletons Fire Spirit Firecracker Bomb Tower Dark Prince
Fire Spirit Firecracker Mortar Bomb Tower
Bomb Tower Monk
Skeletons Mortar Elite Barbarians Bomb Tower
Elite Barbarians Skeletons Fire Spirit Firecracker Dark Prince
Skeletons Firecracker Bomb Tower Dark Prince
Firecracker
Mortar Bomb Tower Skeletons Fire Spirit Elite Barbarians Dark Prince
Fire Spirit Bomb Tower Firecracker Mortar Dark Prince
Elite Barbarians Mortar Bomb Tower
Bomb Tower Monk Mortar Elite Barbarians
Bomb Tower Skeletons Firecracker Mortar Elite Barbarians Dark Prince
Fire Spirit Mortar Bomb Tower Firecracker Elite Barbarians Dark Prince
Mortar Bomb Tower Fire Spirit Firecracker Dark Prince
Mortar Elite Barbarians Bomb Tower
Dark Prince Fire Spirit Firecracker Elite Barbarians Bomb Tower

Counters to secondary win conditions

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

Skeletons Elite Barbarians Dark Prince
Firecracker Mortar Elite Barbarians Bomb Tower Monk
Skeletons Elite Barbarians Bomb Tower Dark Prince
Dark Prince Elite Barbarians Monk
Skeletons Elite Barbarians Dark Prince
Fire Spirit Firecracker Skeletons Bomb Tower Monk
Dark Prince Skeletons Elite Barbarians Bomb Tower
Elite Barbarians Bomb Tower Dark Prince
Skeletons Firecracker Mortar Elite Barbarians Bomb Tower Dark Prince Monk
Skeletons
Elite Barbarians Bomb Tower Dark Prince
Monk Elite Barbarians Dark Prince
Elite Barbarians Dark Prince Skeletons Bomb Tower
Firecracker Bomb Tower
Elite Barbarians Skeletons Firecracker Mortar Bomb Tower Dark Prince Monk
Firecracker Elite Barbarians Bomb Tower Dark Prince
Mortar Bomb Tower
Mortar Elite Barbarians Bomb Tower

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.)

Firecracker Mortar Monk
Firecracker Mortar Monk
Firecracker Dark Prince
Fire Spirit Firecracker Mortar Dark Prince
Firecracker Fire Spirit Monk
Fire Spirit Firecracker Mortar
Fire Spirit Firecracker
Monk Firecracker Mortar
Fire Spirit Elite Barbarians
Firecracker Monk Mortar Dark Prince
Monk Fire Spirit Firecracker
Fire Spirit Firecracker Mortar Elite Barbarians
Firecracker Mortar Monk
Firecracker Mortar Elite Barbarians
Firecracker Mortar
Firecracker Mortar
Monk Mortar
Fire Spirit Firecracker Mortar Dark Prince Monk
Fire Spirit Firecracker Mortar Monk
Monk
Monk
Mortar Monk
Firecracker Fire Spirit Mortar Dark Prince
Firecracker Mortar Monk
Mortar Monk
Firecracker Mortar
Elite Barbarians Fire Spirit Firecracker
Firecracker
Elite Barbarians
Mortar
Firecracker Monk
Firecracker Monk
Fire Spirit Dark Prince
Fire Spirit Firecracker Monk
Firecracker Dark Prince
Firecracker Mortar
Monk
Firecracker Elite Barbarians Dark Prince
Firecracker Elite Barbarians
Firecracker
Firecracker Mortar Dark Prince Monk
Firecracker Mortar Monk

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