My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Mirror Royal Ghost Bandit Ram Rider Graveyard Sparky

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!
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.

Bats Wizard 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.

Bats Wizard Witch Balloon Prince Giant Skeleton

Offensive cards

Win conditions

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

Goblin Barrel Balloon

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.

Goblin Barrel Balloon Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Balloon 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.

Goblin Barrel Balloon 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
Bats Goblin Barrel Skeleton Army Balloon Prince Giant Skeleton
Giant Snowball
Bats Goblin Barrel Skeleton Army Witch Balloon
Zap
Bats Goblin Barrel Skeleton Army Witch Balloon Prince
Barbarian Barrel
Wizard Goblin Barrel Skeleton Army Witch Giant Skeleton
The Log
Goblin Barrel Skeleton Army Witch Prince Giant Skeleton
Earthquake
Goblin Barrel Skeleton Army Witch
Arrows
Bats Goblin Barrel Skeleton Army Witch
Royal Delivery
Bats Wizard Goblin Barrel Skeleton Army Witch Balloon Prince Giant Skeleton
Fireball
Wizard Goblin Barrel Skeleton Army Witch Balloon
Poison
Bats Wizard Skeleton Army Witch Balloon
Lightning
Wizard Witch Balloon Prince
Rocket
Wizard Witch Balloon Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Bats Skeleton Army 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.

Goblin Barrel 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.

Wizard Goblin Barrel 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.

Bats Goblin Barrel Skeleton Army Wizard Witch Balloon Prince Giant Skeleton

Shortest cycle

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

13 Bats Goblin Barrel Skeleton Army Wizard

Attack Synergies 3 11

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.

Bats
Balloon Giant Skeleton Goblin Barrel Prince
Wizard
Balloon Prince Giant Skeleton
Goblin Barrel
Prince Bats Skeleton Army Balloon Giant Skeleton
Skeleton Army
Goblin Barrel
Witch
Prince Giant Skeleton
Balloon
Bats Wizard Goblin Barrel Giant Skeleton
Prince
Goblin Barrel Bats Wizard Witch
Giant Skeleton
Bats Wizard Goblin Barrel Witch Balloon

Defense Synergies 0 9

Bats
Prince Giant Skeleton
Wizard
Skeleton Army Prince Giant Skeleton
Goblin Barrel
Skeleton Army
Wizard Prince Giant Skeleton
Witch
Prince Giant Skeleton
Balloon
Prince
Bats Wizard Skeleton Army Witch
Giant Skeleton
Bats Wizard 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.

Wizard
Skeleton Army Bats Witch Prince
Skeleton Army Witch Prince Bats Giant Skeleton
Skeleton Army Witch Prince Bats
Skeleton Army Prince Giant Skeleton
Skeleton Army Bats
Bats Wizard Witch
Giant Skeleton
Witch Skeleton Army Prince
Skeleton Army Prince Giant Skeleton
Bats Skeleton Army Witch Wizard Giant Skeleton
Bats Wizard Witch
Skeleton Army Prince Bats Wizard Witch Giant Skeleton
Wizard Skeleton Army Bats Witch Prince
Skeleton Army Prince
Skeleton Army Prince
Wizard Bats Skeleton Army Witch Prince
Bats Wizard Skeleton Army Witch Prince
Wizard Witch Bats Giant Skeleton
Prince
Wizard Skeleton Army Bats Witch Prince Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Witch Prince Giant Skeleton
Wizard Prince
Skeleton Army Giant Skeleton Bats Witch Prince
Skeleton Army Prince Giant Skeleton Bats
Giant Skeleton Skeleton Army Witch Prince
Wizard Bats Witch
Skeleton Army Prince Bats Witch Giant Skeleton
Giant Skeleton Skeleton Army Prince
Giant Skeleton Bats Skeleton Army Witch Prince
Witch Skeleton Army
Bats Witch Prince Giant Skeleton
Skeleton Army Prince Giant Skeleton
Skeleton Army Prince Giant Skeleton Wizard Witch
Wizard Skeleton Army Witch
Skeleton Army Witch Bats Prince Giant Skeleton
Bats Wizard 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.)

Giant Skeleton
Giant Skeleton
Prince Giant Skeleton
Wizard
Wizard Bats Witch
Wizard Witch
Wizard
Wizard
Bats Prince
Wizard Prince
Wizard
Prince
Wizard Witch
Wizard
Bats
Wizard Prince
Wizard Witch
Prince Giant Skeleton
Wizard
Prince
Wizard Witch
Witch
Wizard Witch
Wizard Witch Prince
Bats Wizard Witch
Bats Wizard Witch
Wizard
Prince Giant Skeleton
Wizard
Bats Skeleton Army Witch Prince
Wizard Witch
Wizard Prince
Wizard
Giant Skeleton
Prince
Bats Witch Giant Skeleton
Bats Witch
Witch Prince Giant Skeleton

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