My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Bats

Defensive buildings

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

Goblin Cage

Investments

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

Bats Royal Giant Goblin Cage Dark Prince Fisherman

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant 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.

Royal Giant 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.

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
Bats Royal Giant Skeleton Army Dark Prince Fisherman
Giant Snowball
Bats Skeleton Army Fisherman
Zap
Bats Royal Giant Skeleton Army Dark Prince Fisherman
Barbarian Barrel
Goblin Cage Skeleton Army Dark Prince
The Log
Royal Giant Goblin Cage Skeleton Army Dark Prince Fisherman
Earthquake
Goblin Cage Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Goblin Cage Skeleton Army Dark Prince Fisherman
Fireball
Goblin Cage Skeleton Army Fisherman
Poison
Bats Goblin Cage Skeleton Army Fisherman
Lightning
Goblin Cage Dark Prince Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Dark Prince

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 Arrows Skeleton Army Dark 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.

Royal Giant Skeleton Army

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.

Bats Zap Arrows Skeleton Army Fisherman Goblin Cage Dark Prince Royal Giant

Shortest cycle

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

10 Bats Zap Arrows Skeleton Army

Attack Synergies 4 12

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
Royal Giant Zap Goblin Cage Dark Prince Fisherman
Zap
Arrows Bats Royal Giant Goblin Cage Dark Prince Fisherman
Arrows
Zap Royal Giant Dark Prince
Royal Giant
Bats Arrows Fisherman Zap Dark Prince
Goblin Cage
Bats Zap Dark Prince
Skeleton Army
Dark Prince
Bats Zap Arrows Royal Giant Goblin Cage Fisherman
Fisherman
Royal Giant Bats Zap Dark Prince

Defense Synergies 0 11

Bats
Zap Goblin Cage Dark Prince Fisherman
Zap
Bats Arrows Goblin Cage Skeleton Army Dark Prince Fisherman
Arrows
Zap Dark Prince
Royal Giant
Goblin Cage
Bats Zap Skeleton Army
Skeleton Army
Zap Goblin Cage
Dark Prince
Bats Zap Arrows
Fisherman
Bats Zap

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.

Zap Goblin Cage
Skeleton Army Bats Zap Goblin Cage Dark Prince Fisherman
Goblin Cage Skeleton Army Fisherman Bats Dark Prince
Goblin Cage Skeleton Army Bats Dark Prince Fisherman
Arrows Goblin Cage Skeleton Army Dark Prince
Arrows Skeleton Army Bats Zap Dark Prince
Bats Zap Arrows Goblin Cage
Zap Arrows Goblin Cage
Goblin Cage Skeleton Army Fisherman
Skeleton Army Dark Prince Fisherman
Bats Skeleton Army Zap Arrows Dark Prince Fisherman
Arrows Bats Zap
Goblin Cage Skeleton Army Bats Zap Dark Prince
Skeleton Army Bats Zap Arrows Goblin Cage Dark Prince
Skeleton Army Goblin Cage
Skeleton Army Zap Goblin Cage Fisherman
Bats Arrows Goblin Cage Skeleton Army Dark Prince Fisherman
Arrows Goblin Cage Bats Zap Skeleton Army Dark Prince Fisherman
Zap Arrows Goblin Cage Bats Dark Prince Fisherman
Goblin Cage Fisherman
Skeleton Army Dark Prince Bats Arrows Fisherman

Counters to secondary win conditions

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

Skeleton Army Zap Goblin Cage Dark Prince Fisherman
Zap Arrows Fisherman
Skeleton Army Bats Zap Goblin Cage Dark Prince Fisherman
Skeleton Army Dark Prince Bats Zap Goblin Cage Fisherman
Goblin Cage Skeleton Army Dark Prince Fisherman
Arrows Bats Zap
Skeleton Army Dark Prince Bats Goblin Cage
Goblin Cage Skeleton Army Dark Prince Fisherman
Zap Goblin Cage Bats Skeleton Army Dark Prince
Goblin Cage Skeleton Army
Bats Goblin Cage Dark Prince
Skeleton Army Zap Arrows Goblin Cage Dark Prince
Skeleton Army Dark Prince Goblin Cage
Goblin Cage Skeleton Army
Skeleton Army Bats Zap Goblin Cage Dark Prince Fisherman
Bats Arrows Zap Goblin Cage Dark Prince
Zap Arrows Goblin Cage

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 Zap Fisherman
Arrows
Arrows Dark Prince
Zap Arrows Dark Prince
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap Fisherman
Bats Fisherman
Zap Arrows Dark Prince Fisherman
Zap Arrows
Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows
Arrows
Arrows
Bats Fisherman
Zap Arrows Dark Prince Fisherman
Zap Arrows
Arrows
Fisherman
Zap Arrows
Zap Arrows Dark Prince
Fisherman
Arrows Zap Fisherman
Zap Arrows Fisherman
Zap Arrows Fisherman
Bats Zap Arrows
Zap Bats
Zap Arrows
Zap Arrows
Arrows
Zap Bats Skeleton Army Dark Prince
Zap Arrows
Arrows
Dark Prince
Arrows Zap
Zap Arrows
Dark Prince
Zap Bats
Bats Zap
Zap Dark Prince

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