My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Witch

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.

Witch Prince Royal Ghost Bandit

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.

Zap Tornado

Punishments

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

Prince Royal Ghost Bandit

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.

Prince Royal Ghost Bandit

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.

Royal Ghost Bandit

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
Skeleton Army Prince Bandit
Giant Snowball
Skeleton Army Witch
Zap
Skeleton Army Witch Prince Bandit
Barbarian Barrel
Skeleton Army Witch Royal Ghost Bandit
The Log
Skeleton Army Witch Prince Bandit
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Skeleton Army Witch Prince Royal Ghost Bandit
Fireball
Skeleton Army Witch Bandit
Poison
Skeleton Army Witch
Lightning
Witch Prince Bandit
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Skeleton Army Tornado Prince 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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Skeleton Army Tornado Royal Ghost Bandit Witch Prince

Shortest cycle

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

8 Mirror Zap Skeleton Army Tornado

Attack Synergies 3 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.

Zap
Mirror Tornado Prince Witch Royal Ghost Bandit
Mirror
Zap Skeleton Army Tornado Royal Ghost
Skeleton Army
Mirror
Tornado
Zap Mirror Witch
Witch
Zap Tornado Prince Royal Ghost Bandit
Prince
Zap Witch Royal Ghost
Royal Ghost
Zap Mirror Witch Prince Bandit
Bandit
Zap Witch Royal Ghost

Defense Synergies 3 13

Zap
Mirror Skeleton Army Tornado Witch Prince Royal Ghost Bandit
Mirror
Zap Skeleton Army Tornado
Skeleton Army
Mirror Zap Prince Bandit
Tornado
Mirror Zap Witch Prince
Witch
Zap Tornado Prince Royal Ghost Bandit
Prince
Zap Skeleton Army Tornado Witch
Royal Ghost
Zap Witch
Bandit
Zap Skeleton Army 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.

Zap
Skeleton Army Zap Witch Prince Bandit
Skeleton Army Tornado Witch Prince Bandit
Skeleton Army Witch Prince Bandit
Skeleton Army Tornado Prince
Skeleton Army Tornado Zap Royal Ghost Bandit
Tornado Zap Witch
Zap Bandit
Witch Skeleton Army Tornado Prince
Skeleton Army Tornado Prince Royal Ghost Bandit
Skeleton Army Witch Zap Tornado Royal Ghost Bandit
Zap Tornado Witch
Skeleton Army Prince Zap Witch Bandit
Skeleton Army Zap Tornado Witch Prince Royal Ghost
Skeleton Army Prince Bandit
Skeleton Army Tornado Zap Prince Bandit
Skeleton Army Tornado Witch Prince
Zap Skeleton Army Tornado Witch Prince Royal Ghost Bandit
Zap Tornado Witch Royal Ghost Bandit
Tornado Prince
Skeleton Army Royal Ghost Witch Prince Bandit

Counters to secondary win conditions

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

Skeleton Army Zap Witch Prince Royal Ghost Bandit
Bandit Zap Prince Royal Ghost
Skeleton Army Bandit Zap Witch Prince
Skeleton Army Prince Zap Tornado Bandit
Skeleton Army Witch Prince Bandit
Zap Tornado Witch
Skeleton Army Prince Witch Bandit
Skeleton Army Prince
Zap Skeleton Army Tornado Witch Prince Bandit
Witch Skeleton Army
Witch Prince
Skeleton Army Zap Tornado Prince
Skeleton Army Prince Witch Bandit
Skeleton Army Witch
Skeleton Army Witch Zap Tornado Prince
Zap Witch 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.)

Royal Ghost Bandit
Zap Tornado Royal Ghost Bandit
Bandit
Prince
Zap
Zap Tornado Witch
Tornado Witch
Zap Tornado
Zap Tornado Bandit
Tornado Prince
Zap Tornado Prince Bandit
Zap Tornado
Bandit
Bandit
Zap Prince
Zap Witch Bandit
Bandit
Tornado
Zap Prince Bandit
Zap Tornado Witch
Prince
Tornado
Tornado Prince
Zap
Zap Tornado Witch
Witch
Zap Tornado Witch Royal Ghost Bandit
Zap Tornado Witch Prince Bandit
Zap Tornado Bandit
Zap Tornado Witch
Zap Witch
Zap Bandit
Zap
Prince
Zap Skeleton Army Witch Prince Bandit
Zap Tornado Witch
Prince
Zap
Zap Tornado
Prince
Zap Tornado Witch
Zap Tornado Witch
Zap Tornado Witch Prince Royal Ghost Bandit

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