My Best Clash Royale Deck

Deck Check Rating

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

3 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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.

Three Musketeers

Defensive buildings

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

Barbarian Hut

Investments

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

Skeletons Suspicious Bush Battle Ram Barbarian Hut Three Musketeers Prince Goblinstein

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Goblin Curse

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 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 Battle Ram Three Musketeers Goblin Curse Prince
Giant Snowball
Skeletons Battle Ram Three Musketeers Goblin Curse
Zap
Skeletons Battle Ram Three Musketeers Goblin Curse Prince
Barbarian Barrel
Skeletons Battle Ram Barbarian Hut Three Musketeers Goblin Curse
The Log
Skeletons Suspicious Bush Battle Ram Barbarian Hut Three Musketeers Goblin Curse Prince
Earthquake
Skeletons Barbarian Hut
Arrows
Skeletons Suspicious Bush Goblin Curse
Royal Delivery
Skeletons Battle Ram Three Musketeers Prince
Fireball
Suspicious Bush Battle Ram Barbarian Hut Three Musketeers
Poison
Suspicious Bush Barbarian Hut Three Musketeers Goblin Curse
Lightning
Battle Ram Barbarian Hut Three Musketeers Prince Goblinstein
Rocket
Barbarian Hut Three Musketeers Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Suspicious Bush Battle Ram Goblin Curse Prince

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.

Three Musketeers

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Suspicious Bush Goblin Curse Battle Ram Prince Goblinstein Barbarian Hut Three Musketeers

Shortest cycle

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

9 Skeletons Suspicious Bush Goblin Curse Battle Ram

Attack Synergies 0 3

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
Suspicious Bush
Battle Ram
Barbarian Hut Three Musketeers
Barbarian Hut
Battle Ram Three Musketeers
Three Musketeers
Battle Ram Barbarian Hut
Goblin Curse
Prince
Goblinstein

Defense Synergies 0 2

Skeletons
Barbarian Hut Prince
Suspicious Bush
Battle Ram
Barbarian Hut
Skeletons
Three Musketeers
Goblin Curse
Prince
Skeletons
Goblinstein

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.

Barbarian Hut
Barbarian Hut Skeletons Three Musketeers Goblin Curse Prince
Barbarian Hut Three Musketeers Prince Skeletons Goblin Curse
Barbarian Hut Three Musketeers Prince Skeletons Goblin Curse
Prince
Skeletons
Three Musketeers Barbarian Hut Goblin Curse
Barbarian Hut
Barbarian Hut Three Musketeers Skeletons Goblin Curse Prince
Skeletons Prince
Goblin Curse Skeletons
Three Musketeers Barbarian Hut Goblin Curse
Barbarian Hut Prince Skeletons Three Musketeers Goblin Curse
Barbarian Hut Three Musketeers Goblin Curse Prince
Barbarian Hut Three Musketeers Goblin Curse Prince
Barbarian Hut Three Musketeers Goblin Curse Prince
Barbarian Hut Three Musketeers Skeletons Prince
Barbarian Hut Three Musketeers Prince
Barbarian Hut Goblin Curse
Barbarian Hut Three Musketeers Goblin Curse Prince
Goblin Curse Prince

Counters to secondary win conditions

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

Barbarian Hut Skeletons Prince
Prince
Skeletons Barbarian Hut Prince
Prince Barbarian Hut
Barbarian Hut Skeletons Three Musketeers Goblin Curse Prince
Skeletons Three Musketeers Goblin Curse
Prince Skeletons Barbarian Hut
Barbarian Hut Goblin Curse Prince
Skeletons Barbarian Hut Prince
Skeletons Barbarian Hut Three Musketeers Goblin Curse
Prince
Prince
Prince Skeletons Barbarian Hut Three Musketeers Goblin Curse
Barbarian Hut Three Musketeers Goblin Curse
Skeletons Barbarian Hut Three Musketeers Prince
Barbarian Hut Goblin Curse
Barbarian Hut

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.)

Barbarian Hut
Goblin Curse
Barbarian Hut
Barbarian Hut Prince
Goblin Curse
Goblin Curse
Barbarian Hut Goblin Curse
Three Musketeers Prince
Prince
Goblin Curse
Barbarian Hut Three Musketeers
Barbarian Hut Prince
Barbarian Hut Three Musketeers
Barbarian Hut Three Musketeers
Three Musketeers
Three Musketeers Prince
Goblin Curse
Prince
Prince
Barbarian Hut
Goblin Curse
Prince
Goblin Curse
Goblin Curse
Prince
Goblin Curse
Barbarian Hut Prince
Three Musketeers Goblin Curse
Three Musketeers Prince
Three Musketeers Prince
Prince
Prince

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