My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Magic Archer Little Prince

Defensive buildings

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

Tombstone

Investments

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

Bats Tombstone Battle Ram Prince Giant Skeleton Magic Archer Little Prince

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Missing

Punishments

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

Battle Ram 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.

Battle Ram Battle Healer Prince Giant Skeleton 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.

Giant Skeleton 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 Battle Ram Prince Giant Skeleton
Giant Snowball
Bats Tombstone Battle Ram Little Prince
Zap
Bats Tombstone Battle Ram Prince Little Prince
Barbarian Barrel
Tombstone Battle Ram Giant Skeleton Magic Archer Little Prince
The Log
Tombstone Battle Ram Prince Giant Skeleton Little Prince
Earthquake
Tombstone
Arrows
Bats Tombstone Little Prince
Royal Delivery
Bats Battle Ram Battle Healer Prince Giant Skeleton Magic Archer Little Prince
Fireball
Tombstone Battle Ram Battle Healer Magic Archer Little Prince
Poison
Bats Tombstone Battle Healer Magic Archer Little Prince
Lightning
Tombstone Battle Ram Battle Healer Prince Magic Archer Little Prince
Rocket
Battle Healer Prince Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

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 Tombstone Battle Ram Battle Healer Prince Giant Skeleton

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Tombstone Little Prince Battle Ram Battle Healer Magic Archer Prince Giant Skeleton

Shortest cycle

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

12 Bats Tombstone Little Prince Battle Ram

Attack Synergies 2 10

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
Giant Skeleton Battle Ram Battle Healer Prince
Tombstone
Battle Ram
Magic Archer Bats Battle Healer
Battle Healer
Bats Battle Ram Prince Giant Skeleton Magic Archer
Prince
Bats Battle Healer Magic Archer Little Prince
Giant Skeleton
Bats Battle Healer Magic Archer
Magic Archer
Battle Ram Battle Healer Prince Giant Skeleton
Little Prince
Prince

Defense Synergies 0 12

Bats
Battle Healer Prince Giant Skeleton
Tombstone
Prince Magic Archer
Battle Ram
Battle Healer
Bats Prince Giant Skeleton Magic Archer Little Prince
Prince
Bats Tombstone Battle Healer Magic Archer
Giant Skeleton
Bats Battle Healer Magic Archer Little Prince
Magic Archer
Tombstone Battle Healer Prince Giant Skeleton
Little Prince
Battle Healer Giant Skeleton

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.

Tombstone Magic Archer
Bats Tombstone Battle Healer Prince
Prince Bats Tombstone Giant Skeleton
Prince Bats Tombstone
Tombstone Battle Healer Prince Giant Skeleton
Bats Magic Archer
Bats Tombstone Magic Archer Little Prince
Battle Healer Giant Skeleton Magic Archer
Tombstone Prince
Battle Healer Prince Giant Skeleton Little Prince
Bats Tombstone Giant Skeleton Magic Archer
Bats Magic Archer
Tombstone Prince Bats Battle Healer Giant Skeleton
Bats Tombstone Prince Magic Archer
Tombstone Prince
Prince
Bats Tombstone Prince
Tombstone Bats Battle Healer Prince Magic Archer Little Prince
Bats Tombstone Battle Healer Giant Skeleton Magic Archer Little Prince
Prince
Bats Battle Healer Prince Giant Skeleton Little Prince

Counters to secondary win conditions

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

Tombstone Battle Healer Prince Giant Skeleton
Battle Healer Prince Magic Archer
Tombstone Giant Skeleton Bats Battle Healer Prince
Prince Giant Skeleton Bats Battle Healer
Giant Skeleton Tombstone Battle Healer Prince
Bats Magic Archer
Prince Bats Tombstone Battle Healer Giant Skeleton
Giant Skeleton Battle Healer Prince
Giant Skeleton Bats Tombstone Prince Magic Archer
Tombstone
Bats Tombstone Prince Giant Skeleton
Prince Giant Skeleton
Prince Giant Skeleton Tombstone
Magic Archer
Tombstone Bats Battle Healer Prince Giant Skeleton Magic Archer Little Prince
Bats Battle Healer Giant Skeleton Magic Archer
Tombstone

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 Giant Skeleton
Magic Archer
Giant Skeleton Magic Archer
Prince Giant Skeleton
Magic Archer
Bats Magic Archer
Magic Archer
Magic Archer
Bats Prince
Prince Magic Archer
Magic Archer
Magic Archer
Magic Archer
Prince Magic Archer
Magic Archer
Magic Archer
Bats
Prince Magic Archer
Magic Archer Little Prince
Prince Giant Skeleton Magic Archer
Prince
Magic Archer Little Prince
Magic Archer
Prince Magic Archer
Magic Archer
Bats Magic Archer Little Prince
Bats
Magic Archer
Magic Archer
Prince Giant Skeleton
Magic Archer
Bats Tombstone Prince Magic Archer
Magic Archer
Prince Magic Archer
Magic Archer
Giant Skeleton
Prince
Bats Giant Skeleton Magic Archer
Bats Magic Archer
Prince Giant Skeleton Magic Archer Little Prince
Prince

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