My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

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!
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.

Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Goblin Cage Dark Prince Mother Witch

Offensive cards

Win conditions

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

Royal Hogs

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.

Royal Hogs Dark Prince

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.

Goblins Royal Hogs Dark Prince

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 Hogs Dark Prince

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
Skeletons Royal Hogs Dark Prince
Giant Snowball
Skeletons Goblins Royal Hogs
Zap
Skeletons Goblins Royal Hogs Dark Prince
Barbarian Barrel
Skeletons Goblins Goblin Cage Bomb Tower Royal Hogs Dark Prince
The Log
Skeletons Goblins Goblin Cage Royal Hogs Dark Prince
Earthquake
Skeletons Goblin Cage Bomb Tower Royal Hogs
Arrows
Skeletons Goblins Royal Hogs
Royal Delivery
Skeletons Goblins Goblin Cage Royal Hogs Dark Prince Mother Witch
Fireball
Goblin Cage Bomb Tower Royal Hogs Mother Witch
Poison
Goblin Cage Bomb Tower Royal Hogs Mother Witch
Lightning
Goblin Cage Bomb Tower Dark Prince Mother Witch
Rocket
Bomb Tower Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Dark Prince

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.

Arrows Dark Prince Mother Witch

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.

Goblins

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblins Arrows Goblin Cage Bomb Tower Dark Prince Mother Witch Royal Hogs

Shortest cycle

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

10 Skeletons Goblins Arrows Goblin Cage

Attack Synergies 2 6

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.

Skeletons
Goblins
Arrows
Royal Hogs Dark Prince Mother Witch
Goblin Cage
Royal Hogs Dark Prince
Bomb Tower
Royal Hogs
Arrows Mother Witch Goblin Cage Dark Prince
Dark Prince
Arrows Goblin Cage Royal Hogs Mother Witch
Mother Witch
Royal Hogs Arrows Dark Prince

Defense Synergies 1 8

Skeletons
Goblin Cage Bomb Tower Dark Prince
Goblins
Goblin Cage
Arrows
Bomb Tower Dark Prince Mother Witch
Goblin Cage
Skeletons Goblins Mother Witch
Bomb Tower
Skeletons Arrows
Royal Hogs
Dark Prince
Skeletons Arrows Mother Witch
Mother Witch
Arrows Goblin Cage Dark 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.

Goblin Cage
Bomb Tower Skeletons Goblins Goblin Cage Dark Prince
Goblin Cage Bomb Tower Skeletons Goblins Dark Prince
Goblin Cage Bomb Tower Skeletons Goblins Dark Prince
Arrows Goblin Cage Bomb Tower Dark Prince
Arrows Skeletons Goblins Bomb Tower Dark Prince Mother Witch
Arrows Goblin Cage Bomb Tower
Arrows Goblin Cage Bomb Tower
Skeletons Goblins Goblin Cage Bomb Tower
Skeletons Goblins Dark Prince
Goblins Mother Witch Skeletons Arrows Bomb Tower Dark Prince
Arrows
Goblin Cage Bomb Tower Skeletons Dark Prince
Bomb Tower Goblins Arrows Goblin Cage Dark Prince
Goblin Cage Bomb Tower
Bomb Tower Goblin Cage
Bomb Tower Skeletons Goblins Arrows Goblin Cage Dark Prince
Arrows Goblin Cage Bomb Tower Goblins Dark Prince
Arrows Goblin Cage Bomb Tower Dark Prince Mother Witch
Goblin Cage Bomb Tower
Dark Prince Goblins Arrows Bomb Tower Mother Witch
Bomb Tower

Counters to secondary win conditions

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

Skeletons Goblins Goblin Cage Dark Prince
Arrows Bomb Tower
Skeletons Goblins Goblin Cage Bomb Tower Dark Prince
Dark Prince Goblin Cage
Skeletons Goblin Cage Dark Prince
Arrows Mother Witch Skeletons Bomb Tower
Dark Prince Skeletons Goblins Goblin Cage Bomb Tower
Goblin Cage Bomb Tower Dark Prince
Goblin Cage Skeletons Goblins Bomb Tower Dark Prince
Skeletons Goblin Cage
Goblin Cage Bomb Tower Dark Prince
Arrows Goblin Cage Dark Prince
Dark Prince Skeletons Goblin Cage Bomb Tower
Goblin Cage Bomb Tower
Skeletons Goblins Goblin Cage Bomb Tower Dark Prince
Arrows Goblin Cage Bomb Tower Dark Prince Mother Witch
Arrows Goblin Cage Bomb Tower

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.)

Arrows
Arrows
Arrows
Arrows Dark Prince
Arrows Dark Prince
Arrows Mother Witch
Arrows
Arrows
Arrows
Goblins
Arrows Dark Prince
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Dark Prince
Arrows Mother Witch
Arrows
Arrows
Arrows Mother Witch Dark Prince
Arrows
Arrows
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows
Dark Prince
Arrows
Arrows
Dark Prince
Arrows
Arrows
Dark Prince
Dark Prince

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