My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Missing cards in your collection

Little Prince

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!
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 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.

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.

Bomber Knight Witch Bandit

Offensive cards

Win conditions

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

Miner

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.

Miner Bandit

Pump responses

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

Miner

Dropped at the bridge

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

Knight Barbarians 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.

Miner 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
Bomber Skeleton Army Miner Bandit
Giant Snowball
Bomber Barbarians Skeleton Army Witch Miner
Zap
Bomber Skeleton Army Witch Bandit
Barbarian Barrel
Bomber Knight Barbarians Skeleton Army Witch Bandit
The Log
Bomber Barbarians Skeleton Army Witch Bandit
Earthquake
Bomber Barbarians Skeleton Army Witch
Arrows
Bomber Skeleton Army Witch
Royal Delivery
Bomber Knight Barbarians Skeleton Army Witch Miner Bandit
Fireball
Bomber Barbarians Skeleton Army Witch Bandit
Poison
Bomber Barbarians Skeleton Army Witch
Lightning
Knight Witch Bandit
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber

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.

Knight Skeleton Army Miner

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.

Mirror Bomber Knight Skeleton Army Miner Bandit Barbarians Witch

Shortest cycle

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

8 Mirror Bomber Knight Skeleton Army

Attack Synergies 1 9

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.

Bomber
Knight Miner Bandit
Knight
Bomber Witch Miner
Barbarians
Mirror
Miner Skeleton Army
Skeleton Army
Mirror
Witch
Knight Miner Bandit
Miner
Mirror Bomber Knight Witch Bandit
Bandit
Bomber Witch Miner

Defense Synergies 2 7

Bomber
Knight Miner Bandit
Knight
Bomber Skeleton Army Witch
Barbarians
Skeleton Army
Mirror
Skeleton Army
Skeleton Army
Mirror Knight Barbarians Bandit
Witch
Knight Bandit
Miner
Bomber
Bandit
Bomber 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.

Bomber Knight
Barbarians Skeleton Army Bomber Knight Witch Bandit
Barbarians Skeleton Army Witch Bomber Knight Bandit
Barbarians Skeleton Army Witch Bomber Knight Bandit
Bomber Barbarians Skeleton Army
Skeleton Army Bomber Bandit
Witch
Barbarians Bandit
Barbarians Witch Skeleton Army
Knight Skeleton Army Bomber Barbarians Miner Bandit
Barbarians Skeleton Army Witch Bomber Knight Bandit
Witch
Barbarians Skeleton Army Bomber Knight Witch Bandit
Bomber Skeleton Army Barbarians Witch
Barbarians Skeleton Army Knight Bandit
Barbarians Skeleton Army Bandit
Barbarians Bomber Knight Skeleton Army Witch
Bomber Knight Barbarians Skeleton Army Witch Bandit
Witch Bomber Knight Barbarians Bandit
Barbarians
Bomber Skeleton Army Knight Barbarians Witch Bandit

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army Witch Bandit
Bandit Bomber Knight Miner
Barbarians Skeleton Army Bandit Knight Witch
Skeleton Army Knight Barbarians Bandit
Barbarians Knight Skeleton Army Witch Bandit
Witch
Skeleton Army Knight Barbarians Witch Bandit
Knight Barbarians Skeleton Army
Knight Barbarians Skeleton Army Witch Bandit
Witch Barbarians Skeleton Army
Knight Barbarians Witch
Skeleton Army Barbarians
Barbarians Skeleton Army Knight Witch Bandit
Bomber Barbarians Skeleton Army Witch
Barbarians Skeleton Army Witch Bomber Knight
Bomber Barbarians Witch

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.)

Knight Bandit
Miner Bandit
Miner Bandit
Knight Barbarians
Bomber
Witch
Bomber Witch
Miner Bandit
Miner Knight Bandit
Knight Miner Bandit
Bandit
Bomber Witch Bandit
Bandit
Bomber
Bomber Bandit
Bomber Witch Miner
Barbarians
Bomber Witch
Witch
Miner Witch Bandit
Witch Miner Bandit
Miner Bandit
Witch
Witch
Bomber Miner Bandit
Barbarians Skeleton Army Witch Bandit
Witch
Miner Knight
Bomber
Witch
Witch
Witch Miner Bandit

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