My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
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 Goblin Giant Princess Mother Witch

Defensive buildings

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

Missing

Investments

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

Baby Dragon Goblin Giant Princess Mother Witch Goblinstein

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap

Punishments

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

Goblin Giant Princess

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.

Electro Spirit Baby Dragon Goblin Giant Princess

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.

Electro Spirit

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
Skeleton Army
Giant Snowball
Skeleton Army Baby Dragon Princess
Zap
Skeleton Army Goblin Giant Princess
Barbarian Barrel
Electro Spirit Skeleton Army Princess
The Log
Electro Spirit Skeleton Army Princess
Earthquake
Skeleton Army
Arrows
Electro Spirit Skeleton Army Princess
Royal Delivery
Electro Spirit Skeleton Army Baby Dragon Princess Mother Witch
Fireball
Skeleton Army Baby Dragon Princess Mother Witch
Poison
Skeleton Army Princess Mother Witch
Lightning
Baby Dragon Mother Witch Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Baby Dragon Princess

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Baby Dragon Princess

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.

Electro Spirit Skeleton Army Baby Dragon Princess Mother Witch

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.

Skeleton Army Princess

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.

Electro Spirit Zap Skeleton Army Princess Baby Dragon Mother Witch Goblinstein Goblin Giant

Shortest cycle

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

9 Electro Spirit Zap Skeleton Army Princess

Attack Synergies 1 9

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.

Electro Spirit
Zap Goblin Giant Mother Witch
Zap
Goblin Giant Electro Spirit Baby Dragon Princess Mother Witch
Skeleton Army
Baby Dragon
Zap Goblin Giant
Goblin Giant
Zap Electro Spirit Baby Dragon Mother Witch
Princess
Zap Mother Witch
Mother Witch
Electro Spirit Zap Goblin Giant Princess
Goblinstein

Defense Synergies 1 10

Electro Spirit
Zap Baby Dragon
Zap
Goblin Giant Electro Spirit Skeleton Army Baby Dragon Princess Mother Witch
Skeleton Army
Zap Princess
Baby Dragon
Electro Spirit Zap Mother Witch
Goblin Giant
Zap Princess
Princess
Zap Skeleton Army Goblin Giant Mother Witch
Mother Witch
Zap Baby Dragon Princess
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.

Zap Baby Dragon Goblin Giant
Skeleton Army Zap
Skeleton Army
Skeleton Army
Skeleton Army Princess
Skeleton Army Electro Spirit Zap Baby Dragon Mother Witch
Electro Spirit Zap Baby Dragon Princess
Electro Spirit Zap Baby Dragon Goblin Giant
Skeleton Army Princess
Skeleton Army
Skeleton Army Mother Witch Electro Spirit Zap Baby Dragon Goblin Giant Princess
Zap Baby Dragon Princess
Skeleton Army Zap
Skeleton Army Electro Spirit Zap Baby Dragon Princess
Skeleton Army
Skeleton Army Zap
Skeleton Army
Electro Spirit Zap Skeleton Army Baby Dragon
Zap Baby Dragon Electro Spirit Princess Mother Witch
Skeleton Army Electro Spirit Baby Dragon Goblin Giant Mother Witch

Counters to secondary win conditions

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

Skeleton Army Zap
Zap Baby Dragon
Skeleton Army Zap Goblin Giant
Skeleton Army Zap Goblin Giant
Skeleton Army Goblin Giant
Mother Witch Electro Spirit Zap Baby Dragon Goblin Giant Princess
Skeleton Army Goblin Giant
Skeleton Army Goblin Giant
Zap Electro Spirit Skeleton Army Baby Dragon
Skeleton Army Goblin Giant
Skeleton Army Zap Goblin Giant
Skeleton Army Goblin Giant
Skeleton Army Baby Dragon Princess
Skeleton Army Electro Spirit Zap Baby Dragon Goblin Giant
Electro Spirit Zap Baby Dragon Princess Mother Witch
Electro Spirit Zap

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.)

Princess Baby Dragon
Zap Baby Dragon Princess
Baby Dragon Goblin Giant
Zap Baby Dragon
Mother Witch Electro Spirit Zap Baby Dragon Goblin Giant Princess
Baby Dragon Princess
Zap Baby Dragon Princess
Zap
Zap Princess
Zap Baby Dragon Princess
Baby Dragon Princess
Baby Dragon Princess
Princess Zap Baby Dragon
Zap Baby Dragon Princess
Baby Dragon Princess
Zap Baby Dragon Princess
Zap Baby Dragon Princess Mother Witch
Baby Dragon
Princess
Zap Baby Dragon
Zap Mother Witch Electro Spirit Baby Dragon Princess
Zap Baby Dragon Princess
Zap Baby Dragon Princess
Zap Baby Dragon
Zap Baby Dragon Princess Mother Witch
Zap Electro Spirit
Zap
Zap Electro Spirit Princess
Princess
Zap Electro Spirit Skeleton Army Princess
Zap Baby Dragon Princess
Baby Dragon Princess
Zap Baby Dragon Princess
Zap
Zap Electro Spirit Baby Dragon Princess
Zap Princess
Zap Baby Dragon Goblin Giant Princess

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