My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Ram Rider

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!
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!
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 Rascals Hunter Magic Archer

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 Rascals Hunter Prince Royal Ghost Magic Archer

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.

Arrows

Punishments

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

Prince Royal Ghost

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.

Rascals Prince Royal Ghost Magic Archer

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 Magic Archer

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 Guards Prince
Giant Snowball
Bats Guards
Zap
Bats Guards Prince
Barbarian Barrel
Rascals Guards Hunter Royal Ghost Magic Archer
The Log
Rascals Guards Hunter Prince
Earthquake
Guards
Arrows
Bats Rascals Guards
Royal Delivery
Bats Rascals Guards Hunter Prince Royal Ghost Magic Archer
Fireball
Rascals Hunter Magic Archer
Poison
Bats Rascals Guards Hunter Magic Archer
Lightning
Hunter Prince Magic Archer
Rocket
Rascals Hunter Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Hunter Royal Ghost Magic Archer

Ladder info

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 Arrows Guards Prince Royal Ghost

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.

Bats Arrows Guards Royal Ghost Hunter Magic Archer Rascals Prince

Shortest cycle

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

11 Bats Arrows Guards Royal Ghost

Attack Synergies 0 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.

Bats
Rascals Prince
Arrows
Prince
Rascals
Bats Prince Magic Archer
Guards
Hunter
Prince
Prince
Bats Arrows Rascals Hunter Royal Ghost Magic Archer
Royal Ghost
Prince Magic Archer
Magic Archer
Rascals Prince Royal Ghost

Defense Synergies 1 8

Bats
Rascals Hunter Prince
Arrows
Prince
Rascals
Bats
Guards
Hunter Prince Magic Archer
Hunter
Guards Bats Prince
Prince
Bats Arrows Guards Hunter Magic Archer
Royal Ghost
Magic Archer
Guards Prince

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.

Magic Archer
Hunter Bats Rascals Prince
Hunter Prince Bats Rascals
Hunter Prince Bats Rascals Guards
Arrows Prince
Arrows Bats Rascals Guards Hunter Royal Ghost Magic Archer
Bats Hunter Arrows Rascals Magic Archer
Arrows Rascals Magic Archer
Hunter Rascals Prince
Guards Rascals Hunter Prince Royal Ghost
Bats Guards Arrows Rascals Hunter Royal Ghost Magic Archer
Arrows Hunter Bats Rascals Magic Archer
Hunter Prince Bats Rascals Guards
Bats Arrows Rascals Guards Hunter Prince Royal Ghost Magic Archer
Rascals Hunter Prince
Rascals Hunter Prince
Bats Arrows Rascals Hunter Prince
Arrows Bats Rascals Guards Hunter Prince Royal Ghost Magic Archer
Arrows Hunter Bats Rascals Guards Royal Ghost Magic Archer
Hunter Prince
Rascals Royal Ghost Bats Arrows Guards Hunter Prince

Counters to secondary win conditions

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

Rascals Guards Prince Royal Ghost
Arrows Hunter Prince Royal Ghost Magic Archer
Guards Bats Rascals Hunter Prince
Guards Hunter Prince Bats Rascals
Rascals Guards Hunter Prince
Arrows Bats Rascals Hunter Magic Archer
Rascals Guards Prince Bats Hunter
Rascals Hunter Prince
Bats Prince Magic Archer
Guards
Bats Rascals Guards Hunter Prince
Arrows Guards Prince
Rascals Prince Guards Hunter
Rascals Magic Archer
Rascals Guards Bats Hunter Prince Magic Archer
Bats Arrows Rascals Hunter Royal Ghost Magic Archer

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.)

Magic Archer Arrows Rascals Guards Royal Ghost
Arrows Royal Ghost Magic Archer
Arrows Magic Archer
Arrows Rascals Guards Prince
Arrows Magic Archer
Arrows Bats Hunter Magic Archer
Arrows Magic Archer
Arrows Hunter Magic Archer
Arrows
Bats Guards Prince
Arrows Prince Magic Archer
Arrows Magic Archer
Hunter Magic Archer
Arrows Magic Archer
Arrows Prince Magic Archer
Arrows Hunter Magic Archer
Magic Archer Arrows
Arrows
Bats
Arrows Hunter Prince Magic Archer
Arrows Magic Archer
Prince Magic Archer
Arrows
Prince
Arrows
Arrows Hunter Magic Archer
Arrows Hunter Royal Ghost Magic Archer
Arrows Prince Magic Archer
Arrows Magic Archer
Bats Arrows Hunter Magic Archer
Bats Guards
Arrows Hunter Magic Archer
Arrows Magic Archer
Prince
Arrows Magic Archer
Bats Guards Prince Magic Archer
Arrows Hunter Magic Archer
Arrows
Rascals Hunter Prince Magic Archer
Arrows Magic Archer
Arrows
Prince
Bats Rascals Guards Magic Archer
Bats Magic Archer
Prince Royal Ghost Magic Archer

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