My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Missing cards in your collection

Goblin Curse Phoenix Little Prince Mighty Miner Archer Queen Monk

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!
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!
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.

Fire Spirit Bats

Defensive buildings

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

Goblin Drill

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 Royal Giant Elixir Golem Prince P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant Elixir Golem Goblin Drill

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.

Royal Giant Elixir Golem Prince

Pump responses

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

Goblin Drill

Dropped at the bridge

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

Fire Spirit Royal Giant Elixir Golem Prince P.E.K.K.A

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.

Goblin Drill

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 Royal Giant Elixir Golem Goblin Drill Prince
Giant Snowball
Skeletons Fire Spirit Bats Goblin Drill
Zap
Skeletons Fire Spirit Bats Royal Giant Goblin Drill Prince
Barbarian Barrel
Skeletons Fire Spirit Elixir Golem Goblin Drill
The Log
Skeletons Fire Spirit Royal Giant Elixir Golem Goblin Drill Prince
Earthquake
Skeletons Elixir Golem Goblin Drill
Arrows
Skeletons Fire Spirit Bats Goblin Drill
Royal Delivery
Skeletons Fire Spirit Bats Elixir Golem Goblin Drill Prince P.E.K.K.A
Fireball
Elixir Golem Goblin Drill
Poison
Bats Elixir Golem Goblin Drill
Lightning
Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit

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.

Fire Spirit Bats Elixir Golem Goblin Drill Prince P.E.K.K.A

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

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.

Fire Spirit

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 Fire Spirit Bats Elixir Golem Goblin Drill Prince Royal Giant P.E.K.K.A

Shortest cycle

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

7 Skeletons Fire Spirit Bats Elixir Golem

Attack Synergies 4 6

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
Fire Spirit
Royal Giant Goblin Drill P.E.K.K.A Elixir Golem Prince
Bats
Royal Giant Elixir Golem Goblin Drill Prince P.E.K.K.A
Royal Giant
Fire Spirit Bats
Elixir Golem
Fire Spirit Bats
Goblin Drill
Fire Spirit Bats
Prince
Fire Spirit Bats
P.E.K.K.A
Fire Spirit Bats

Defense Synergies 0 9

Skeletons
Fire Spirit Bats Prince P.E.K.K.A
Fire Spirit
Skeletons Goblin Drill P.E.K.K.A
Bats
Skeletons Goblin Drill Prince P.E.K.K.A
Royal Giant
Elixir Golem
Goblin Drill
Fire Spirit Bats
Prince
Skeletons Bats
P.E.K.K.A
Skeletons Fire Spirit 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.

P.E.K.K.A Skeletons Bats Goblin Drill Prince
Prince P.E.K.K.A Skeletons Fire Spirit Bats Goblin Drill
Prince P.E.K.K.A Skeletons Bats Goblin Drill
Prince P.E.K.K.A
Skeletons Fire Spirit Bats
Bats Fire Spirit
P.E.K.K.A
P.E.K.K.A Skeletons Goblin Drill Prince
Skeletons Fire Spirit Prince
Bats Skeletons Goblin Drill
Bats
Goblin Drill Prince P.E.K.K.A Skeletons Fire Spirit Bats
Fire Spirit Bats Goblin Drill Prince P.E.K.K.A
P.E.K.K.A Goblin Drill Prince
Goblin Drill Prince P.E.K.K.A
Skeletons Bats Goblin Drill Prince P.E.K.K.A
Fire Spirit Bats Goblin Drill Prince
Goblin Drill Fire Spirit Bats
P.E.K.K.A Goblin Drill Prince
Fire Spirit Bats Prince P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Prince P.E.K.K.A
Prince
P.E.K.K.A Skeletons Bats Prince
Prince P.E.K.K.A Bats
P.E.K.K.A Skeletons Goblin Drill Prince
Fire Spirit Skeletons Bats
Prince P.E.K.K.A Skeletons Bats
P.E.K.K.A Prince
P.E.K.K.A Skeletons Bats Prince
P.E.K.K.A Skeletons Goblin Drill
P.E.K.K.A Bats Prince
P.E.K.K.A Prince
Prince P.E.K.K.A Skeletons
Skeletons Bats Goblin Drill Prince P.E.K.K.A
Bats P.E.K.K.A

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.)

Goblin Drill
Goblin Drill
Prince
Fire Spirit
Fire Spirit Bats
Fire Spirit
Fire Spirit
Fire Spirit Bats Prince
Prince
Fire Spirit
Fire Spirit
Prince
Goblin Drill
Bats
Fire Spirit Prince
Fire Spirit
Prince
Prince
Goblin Drill
Fire Spirit
Prince
Fire Spirit Bats
Bats
P.E.K.K.A Prince
Fire Spirit Bats Prince
Fire Spirit
Prince
Prince P.E.K.K.A
Bats
Bats
Prince

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