My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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.

Spear Goblins Goblin Hut Baby Dragon Witch

Defensive buildings

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

Goblin Hut

Investments

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

Spear Goblins Goblin Hut Baby Dragon Witch Prince Giant Skeleton

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.

Missing

Punishments

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

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.

Spear Goblins Barbarians Baby Dragon Prince Giant Skeleton

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.

Giant Skeleton

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
Spear Goblins Skeleton Army Prince Giant Skeleton
Giant Snowball
Spear Goblins Barbarians Goblin Hut Skeleton Army Baby Dragon Witch
Zap
Spear Goblins Goblin Hut Skeleton Army Witch Prince
Barbarian Barrel
Spear Goblins Barbarians Goblin Hut Skeleton Army Witch Giant Skeleton
The Log
Spear Goblins Barbarians Goblin Hut Skeleton Army Witch Prince Giant Skeleton
Earthquake
Spear Goblins Barbarians Goblin Hut Skeleton Army Witch
Arrows
Spear Goblins Goblin Hut Skeleton Army Witch
Royal Delivery
Spear Goblins Barbarians Goblin Hut Skeleton Army Baby Dragon Witch Prince Giant Skeleton
Fireball
Barbarians Goblin Hut Skeleton Army Baby Dragon Witch
Poison
Spear Goblins Barbarians Goblin Hut Skeleton Army Witch
Lightning
Goblin Hut Baby Dragon Witch Prince
Rocket
Barbarians Goblin Hut Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon

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.

Spear Goblins Skeleton Army Baby Dragon Prince Giant Skeleton

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.

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.

Barbarians Witch

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.

Spear Goblins Skeleton Army Baby Dragon Barbarians Goblin Hut Witch Prince Giant Skeleton

Shortest cycle

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

14 Spear Goblins Skeleton Army Baby Dragon Barbarians

Attack Synergies 0 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.

Spear Goblins
Goblin Hut Baby Dragon Prince Giant Skeleton
Barbarians
Goblin Hut
Spear Goblins Baby Dragon Prince Giant Skeleton
Skeleton Army
Baby Dragon
Spear Goblins Goblin Hut Witch Prince Giant Skeleton
Witch
Baby Dragon Prince Giant Skeleton
Prince
Spear Goblins Goblin Hut Baby Dragon Witch
Giant Skeleton
Spear Goblins Goblin Hut Baby Dragon Witch

Defense Synergies 0 17

Spear Goblins
Barbarians Goblin Hut Skeleton Army Baby Dragon Prince Giant Skeleton
Barbarians
Spear Goblins Skeleton Army
Goblin Hut
Spear Goblins Skeleton Army Baby Dragon Giant Skeleton
Skeleton Army
Spear Goblins Barbarians Goblin Hut Prince Giant Skeleton
Baby Dragon
Spear Goblins Goblin Hut Witch Prince Giant Skeleton
Witch
Baby Dragon Prince Giant Skeleton
Prince
Spear Goblins Skeleton Army Baby Dragon Witch
Giant Skeleton
Spear Goblins Goblin Hut Skeleton Army Baby Dragon Witch

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.

Spear Goblins Goblin Hut Baby Dragon
Barbarians Skeleton Army Goblin Hut Witch Prince
Barbarians Goblin Hut Skeleton Army Witch Prince Giant Skeleton
Barbarians Goblin Hut Skeleton Army Witch Prince
Barbarians Skeleton Army Prince Giant Skeleton
Skeleton Army Spear Goblins Baby Dragon
Spear Goblins Goblin Hut Baby Dragon Witch
Barbarians Baby Dragon Giant Skeleton
Barbarians Witch Goblin Hut Skeleton Army Prince
Skeleton Army Spear Goblins Barbarians Prince Giant Skeleton
Barbarians Skeleton Army Witch Spear Goblins Goblin Hut Baby Dragon Giant Skeleton
Spear Goblins Goblin Hut Baby Dragon Witch
Barbarians Goblin Hut Skeleton Army Prince Witch Giant Skeleton
Skeleton Army Barbarians Goblin Hut Baby Dragon Witch Prince
Barbarians Skeleton Army Goblin Hut Prince
Barbarians Skeleton Army Goblin Hut Prince
Barbarians Goblin Hut Skeleton Army Witch Prince
Spear Goblins Barbarians Goblin Hut Skeleton Army Baby Dragon Witch Prince
Baby Dragon Witch Spear Goblins Barbarians Goblin Hut Giant Skeleton
Barbarians Goblin Hut Prince
Skeleton Army Spear Goblins Barbarians Baby Dragon Witch Prince Giant Skeleton

Counters to secondary win conditions

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

Barbarians Skeleton Army Spear Goblins Goblin Hut Witch Prince Giant Skeleton
Baby Dragon Prince
Barbarians Skeleton Army Giant Skeleton Spear Goblins Goblin Hut Witch Prince
Skeleton Army Prince Giant Skeleton Barbarians
Barbarians Giant Skeleton Goblin Hut Skeleton Army Witch Prince
Goblin Hut Baby Dragon Witch
Skeleton Army Prince Spear Goblins Barbarians Goblin Hut Witch Giant Skeleton
Giant Skeleton Barbarians Skeleton Army Prince
Giant Skeleton Spear Goblins Barbarians Goblin Hut Skeleton Army Baby Dragon Witch Prince
Witch Barbarians Goblin Hut Skeleton Army
Barbarians Goblin Hut Witch Prince Giant Skeleton
Skeleton Army Barbarians Prince Giant Skeleton
Barbarians Skeleton Army Prince Giant Skeleton Witch
Barbarians Skeleton Army Baby Dragon Witch
Barbarians Goblin Hut Skeleton Army Witch Spear Goblins Baby Dragon Prince Giant Skeleton
Barbarians Goblin Hut Baby Dragon Witch Giant Skeleton

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.)

Baby Dragon Giant Skeleton
Baby Dragon
Goblin Hut Baby Dragon Giant Skeleton
Barbarians Prince Giant Skeleton
Baby Dragon
Spear Goblins Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Prince
Prince
Baby Dragon
Goblin Hut Baby Dragon
Baby Dragon
Goblin Hut Baby Dragon Prince
Spear Goblins Goblin Hut Baby Dragon Witch
Goblin Hut Baby Dragon
Baby Dragon Prince
Baby Dragon Witch
Baby Dragon Prince Giant Skeleton
Prince
Barbarians Baby Dragon
Baby Dragon Witch
Witch
Baby Dragon Witch
Baby Dragon Witch Prince
Baby Dragon
Baby Dragon Witch
Goblin Hut Witch
Prince Giant Skeleton
Spear Goblins Barbarians Goblin Hut Skeleton Army Witch Prince
Baby Dragon Witch
Baby Dragon Prince
Baby Dragon
Giant Skeleton
Prince
Baby Dragon Witch Giant Skeleton
Witch
Baby Dragon Witch Prince Giant Skeleton

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