My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

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!
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 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

Defensive buildings

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

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 Bats Suspicious Bush Prince

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.

Fireball Goblin Curse

Punishments

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

Prince

Pump responses

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

Fireball

Dropped at the bridge

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

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 Bats Goblin Curse Prince
Giant Snowball
Skeletons Bats Goblin Curse
Zap
Skeletons Bats Goblin Curse Prince
Barbarian Barrel
Skeletons Bomb Tower Goblin Curse
The Log
Skeletons Suspicious Bush Goblin Curse Prince
Earthquake
Skeletons Bomb Tower
Arrows
Skeletons Bats Suspicious Bush Goblin Curse
Royal Delivery
Skeletons Bats Prince
Fireball
Suspicious Bush Bomb Tower
Poison
Bats Suspicious Bush Bomb Tower Goblin Curse
Lightning
Bomb Tower Prince
Rocket
Bomb Tower Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bomb Tower

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 Suspicious Bush Goblin Curse Prince

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.

Fireball

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.

Fireball

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 Bats Berserker Suspicious Bush Goblin Curse Fireball Bomb Tower Prince

Shortest cycle

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

7 Skeletons Bats Berserker Suspicious Bush

Attack Synergies 0 2

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
Bats
Prince
Berserker
Suspicious Bush
Fireball
Goblin Curse
Bomb Tower
Goblin Curse
Fireball
Prince
Bats

Defense Synergies 0 6

Skeletons
Bats Bomb Tower Prince
Bats
Skeletons Bomb Tower Prince
Berserker
Suspicious Bush
Fireball
Bomb Tower
Bomb Tower
Skeletons Bats Fireball
Goblin Curse
Prince
Skeletons Bats

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.

Fireball
Bomb Tower Skeletons Bats Goblin Curse Prince
Bomb Tower Prince Skeletons Bats Goblin Curse
Bomb Tower Prince Skeletons Bats Goblin Curse
Fireball Bomb Tower Prince
Fireball Skeletons Bats Bomb Tower
Bats Fireball Bomb Tower Goblin Curse
Fireball Bomb Tower
Skeletons Bomb Tower Goblin Curse Prince
Skeletons Prince
Bats Berserker Goblin Curse Skeletons Fireball Bomb Tower
Bats Fireball Goblin Curse
Bomb Tower Prince Skeletons Bats Fireball Goblin Curse
Fireball Bomb Tower Bats Goblin Curse Prince
Bomb Tower Goblin Curse Prince
Bomb Tower Fireball Goblin Curse Prince
Bomb Tower Skeletons Bats Fireball Prince
Fireball Bomb Tower Bats Prince
Bomb Tower Bats Fireball Goblin Curse
Bomb Tower Goblin Curse Prince
Bats Fireball Bomb Tower Goblin Curse Prince
Bomb Tower

Counters to secondary win conditions

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

Skeletons Fireball Prince
Fireball Bomb Tower Prince
Skeletons Bats Bomb Tower Prince
Prince Bats Fireball
Skeletons Goblin Curse Prince
Fireball Skeletons Bats Bomb Tower Goblin Curse
Prince Skeletons Bats Fireball Bomb Tower
Bomb Tower Goblin Curse Prince
Skeletons Bats Fireball Bomb Tower Prince
Skeletons Goblin Curse
Bats Bomb Tower Prince
Fireball Prince
Prince Skeletons Fireball Bomb Tower Goblin Curse
Fireball Bomb Tower Goblin Curse
Skeletons Bats Fireball Bomb Tower Prince
Bats Fireball Bomb Tower Goblin Curse
Fireball 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.)

Fireball
Fireball Goblin Curse
Fireball
Fireball Prince
Fireball Goblin Curse
Fireball Bats Goblin Curse
Fireball Goblin Curse
Fireball
Bats Fireball Prince
Fireball Prince
Fireball Goblin Curse
Fireball
Fireball
Fireball Prince
Fireball
Fireball
Fireball
Bats
Fireball Prince
Fireball Goblin Curse
Fireball Prince
Fireball
Prince
Fireball
Goblin Curse Fireball
Fireball
Fireball Prince
Fireball Goblin Curse
Bats Fireball Goblin Curse
Bats Fireball
Fireball
Fireball
Fireball
Prince
Fireball Goblin Curse
Bats Fireball Prince
Fireball Goblin Curse
Fireball
Fireball Prince
Fireball
Fireball
Prince
Bats Fireball
Bats Fireball
Fireball Prince
Prince
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: