My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Ice Spirit Giant Snowball Goblin Gang Skeleton Barrel Mortar Tesla Rascals Royal Giant Elite Barbarians Royal Recruits Ice Golem Dart Goblin Bomb Tower Flying Machine Zappies Wizard Royal Hogs Rocket Elixir Collector Three Musketeers Mirror Rage Guards Clone Tornado Dark Prince Freeze Poison Electro Dragon Bowler Executioner Cannon Cart Goblin Giant X-Bow The Log Miner Princess Ice Wizard Royal Ghost Bandit Electro Wizard Inferno Dragon Magic Archer Lumberjack Night Witch Ram Rider Graveyard Sparky Mega Knight Lava Hound

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins 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.

Spear Goblins Giant Witch Prince P.E.K.K.A

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Fireball

Punishments

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

Giant Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Spear Goblins Giant Prince P.E.K.K.A

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 Giant Skeleton Army Prince
Giant Snowball
Spear Goblins Skeleton Army Witch
Zap
Spear Goblins Skeleton Army Witch Prince
Barbarian Barrel
Spear Goblins Skeleton Army Witch
The Log
Spear Goblins Skeleton Army Witch Prince
Earthquake
Spear Goblins Skeleton Army Witch
Arrows
Spear Goblins Skeleton Army Witch
Royal Delivery
Spear Goblins Skeleton Army Witch Prince P.E.K.K.A
Fireball
Skeleton Army Witch
Poison
Spear Goblins Skeleton Army Witch
Lightning
Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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 Prince P.E.K.K.A

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap Skeleton Army Fireball Giant Witch Prince P.E.K.K.A

Shortest cycle

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

11 Spear Goblins Zap Skeleton Army Fireball

Attack Synergies 5 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.

Spear Goblins
Zap Giant Prince
Zap
Fireball Giant Prince P.E.K.K.A Spear Goblins Witch
Fireball
Zap Giant
Giant
Zap Prince Spear Goblins Fireball Witch
Skeleton Army
Witch
Zap Giant Prince P.E.K.K.A
Prince
Zap Giant Spear Goblins Witch
P.E.K.K.A
Zap Witch

Defense Synergies 1 10

Spear Goblins
Zap Skeleton Army Prince P.E.K.K.A
Zap
Fireball Spear Goblins Skeleton Army Witch Prince P.E.K.K.A
Fireball
Zap
Giant
Skeleton Army
Spear Goblins Zap Prince
Witch
Zap Prince
Prince
Spear Goblins Zap Skeleton Army Witch
P.E.K.K.A
Spear Goblins Zap

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 Zap Fireball
Skeleton Army P.E.K.K.A Zap Witch Prince
Skeleton Army Witch Prince P.E.K.K.A
Skeleton Army Witch Prince P.E.K.K.A
Fireball Skeleton Army Prince P.E.K.K.A
Fireball Skeleton Army Spear Goblins Zap
Spear Goblins Zap Fireball Witch
Zap Fireball P.E.K.K.A
Witch P.E.K.K.A Skeleton Army Prince
Skeleton Army Spear Goblins Prince
Skeleton Army Witch Spear Goblins Zap Fireball
Spear Goblins Zap Fireball Witch
Skeleton Army Prince P.E.K.K.A Zap Fireball Witch
Fireball Skeleton Army Zap Witch Prince P.E.K.K.A
Skeleton Army P.E.K.K.A Prince
Skeleton Army Zap Fireball Prince P.E.K.K.A
Fireball Skeleton Army Witch Prince P.E.K.K.A
Fireball Spear Goblins Zap Skeleton Army Witch Prince
Zap Witch Spear Goblins Fireball
P.E.K.K.A Prince
Skeleton Army Spear Goblins Fireball Witch Prince P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Spear Goblins Zap Fireball Witch Prince P.E.K.K.A
Fireball Zap Prince
Skeleton Army P.E.K.K.A Spear Goblins Zap Witch Prince
Skeleton Army Prince P.E.K.K.A Zap Fireball
P.E.K.K.A Skeleton Army Witch Prince
Fireball Zap Witch
Skeleton Army Prince P.E.K.K.A Spear Goblins Fireball Witch
P.E.K.K.A Skeleton Army Prince
Zap P.E.K.K.A Spear Goblins Fireball Skeleton Army Witch Prince
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch Prince
Skeleton Army P.E.K.K.A Zap Fireball Prince
Skeleton Army Prince P.E.K.K.A Fireball Witch
Fireball Skeleton Army Witch
Skeleton Army Witch Spear Goblins Zap Fireball Prince P.E.K.K.A
Zap Fireball Witch P.E.K.K.A

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.)

Fireball
Fireball Zap
Fireball
Fireball Prince
Fireball Zap
Fireball Spear Goblins Zap Witch
Witch
Fireball Zap
Fireball Zap
Fireball Prince
Zap Fireball Prince
Fireball Zap
Fireball
Fireball
Zap Fireball Prince
Spear Goblins Zap Fireball Witch
Fireball
Fireball
Zap Fireball Prince
Zap Fireball Witch
Fireball Prince
Fireball
Prince
Zap Fireball
Zap Fireball Witch
Witch
Fireball Zap Witch
Fireball Zap Witch Prince
Fireball Zap
Zap Fireball Witch
Zap Fireball Witch
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A Prince
Fireball
Zap Spear Goblins Fireball Skeleton Army Witch Prince
Fireball Zap Witch
Fireball
Fireball Prince
Zap Fireball
Zap Fireball
Prince P.E.K.K.A
Zap Fireball Witch
Zap Fireball Witch
Zap Fireball Witch Prince

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