My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Bad
Versatility
Mediocre
F2P score
Mediocre

2 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon

Defensive buildings

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

Mortar

Investments

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

Skeletons Elixir Golem Baby Dragon Dark Prince Cannon Cart

Offensive cards

Win conditions

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

Mortar Elixir Golem

Damage spells

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

Freeze

Punishments

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

Mortar Elixir Golem Dark Prince Cannon Cart

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.

Mortar Heal Spirit Elixir Golem Baby Dragon Dark Prince Cannon Cart

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.

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 Elixir Golem Dark Prince Cannon Cart
Giant Snowball
Skeletons Baby Dragon
Zap
Skeletons Mortar Dark Prince Cannon Cart
Barbarian Barrel
Skeletons Mortar Heal Spirit Elixir Golem Dark Prince Cannon Cart
The Log
Skeletons Heal Spirit Elixir Golem Dark Prince Cannon Cart
Earthquake
Skeletons Mortar Elixir Golem
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Heal Spirit Elixir Golem Baby Dragon Dark Prince Cannon Cart
Fireball
Mortar Elixir Golem Baby Dragon Cannon Cart
Poison
Mortar Elixir Golem
Lightning
Mortar Baby Dragon Dark Prince Cannon Cart
Rocket
Mortar Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Baby Dragon Dark Prince Freeze

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.

Heal Spirit Elixir Golem Baby Dragon Dark Prince Freeze

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.

Heal Spirit

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.

Skeletons Heal Spirit Elixir Golem Mortar Baby Dragon Dark Prince Freeze Cannon Cart

Shortest cycle

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

9 Skeletons Heal Spirit Elixir Golem Mortar

Attack Synergies 1 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.

Skeletons
Mortar
Baby Dragon Dark Prince
Heal Spirit
Elixir Golem Baby Dragon Dark Prince Cannon Cart
Elixir Golem
Heal Spirit Baby Dragon
Baby Dragon
Mortar Heal Spirit Elixir Golem Dark Prince Cannon Cart
Dark Prince
Mortar Heal Spirit Baby Dragon
Freeze
Cannon Cart
Heal Spirit Baby Dragon

Defense Synergies 0 8

Skeletons
Mortar Baby Dragon Dark Prince Cannon Cart
Mortar
Skeletons Baby Dragon
Heal Spirit
Elixir Golem
Baby Dragon
Skeletons Mortar Dark Prince Cannon Cart
Dark Prince
Skeletons Baby Dragon Cannon Cart
Freeze
Cannon Cart
Skeletons Baby Dragon 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.

Cannon Cart Mortar Baby Dragon
Skeletons Mortar Dark Prince Cannon Cart
Mortar Skeletons Dark Prince Freeze Cannon Cart
Skeletons Mortar Dark Prince Cannon Cart
Dark Prince
Freeze Skeletons Baby Dragon Dark Prince Cannon Cart
Mortar Baby Dragon Freeze
Baby Dragon Cannon Cart
Skeletons Mortar
Skeletons Dark Prince Cannon Cart
Skeletons Baby Dragon Dark Prince Freeze Cannon Cart
Baby Dragon
Mortar Skeletons Dark Prince Freeze Cannon Cart
Mortar Baby Dragon Dark Prince Freeze Cannon Cart
Mortar Cannon Cart
Mortar Freeze
Skeletons Mortar Dark Prince Cannon Cart
Mortar Baby Dragon Dark Prince Cannon Cart
Mortar Baby Dragon Freeze Dark Prince Cannon Cart
Mortar Cannon Cart
Dark Prince Baby Dragon Cannon Cart

Counters to secondary win conditions

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

Skeletons Dark Prince Cannon Cart
Mortar Baby Dragon Cannon Cart
Skeletons Dark Prince Cannon Cart
Dark Prince Cannon Cart
Skeletons Dark Prince Cannon Cart
Skeletons Baby Dragon Freeze
Dark Prince Skeletons Cannon Cart
Dark Prince Cannon Cart
Freeze Skeletons Mortar Baby Dragon Dark Prince Cannon Cart
Skeletons
Dark Prince Cannon Cart
Dark Prince
Dark Prince Cannon Cart Skeletons
Baby Dragon Cannon Cart
Skeletons Mortar Baby Dragon Dark Prince Freeze Cannon Cart
Baby Dragon Dark Prince Freeze Cannon Cart
Mortar

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.)

Mortar Baby Dragon Freeze
Mortar Baby Dragon
Baby Dragon Cannon Cart
Cannon Cart Dark Prince Freeze
Mortar Baby Dragon Dark Prince
Baby Dragon Freeze
Mortar Baby Dragon
Baby Dragon Freeze
Mortar
Mortar Dark Prince Cannon Cart
Baby Dragon
Mortar Baby Dragon Cannon Cart
Mortar Baby Dragon Freeze Cannon Cart
Mortar Baby Dragon Cannon Cart
Mortar Baby Dragon Cannon Cart
Mortar Baby Dragon Cannon Cart
Mortar Freeze
Mortar Baby Dragon Dark Prince
Mortar Baby Dragon
Baby Dragon
Mortar Baby Dragon Cannon Cart
Freeze Mortar Baby Dragon Dark Prince
Mortar Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon
Baby Dragon
Freeze
Mortar
Freeze
Dark Prince Freeze Cannon Cart
Baby Dragon
Freeze
Baby Dragon Dark Prince Cannon Cart
Mortar Baby Dragon
Dark Prince Cannon Cart
Baby Dragon Freeze
Mortar Baby Dragon Dark Prince Freeze Cannon Cart
Cannon Cart
Mortar

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