My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Firecracker

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.

Skeletons Ice Spirit Firecracker Royal Giant Prince

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.

Arrows Rage

Punishments

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

Royal Giant 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.

Electro Spirit Ice Spirit Royal Giant 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.

Electro Spirit Firecracker

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 Royal Giant Prince
Giant Snowball
Skeletons
Zap
Skeletons Firecracker Royal Giant Prince
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Firecracker
The Log
Skeletons Electro Spirit Ice Spirit Firecracker Royal Giant Prince
Earthquake
Skeletons Firecracker
Arrows
Skeletons Electro Spirit Ice Spirit Firecracker
Royal Delivery
Skeletons Electro Spirit Ice Spirit Firecracker Prince
Fireball
Firecracker
Poison
Firecracker
Lightning
Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Arrows Firecracker

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 Ice Spirit Arrows Rage 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

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.

Ice 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit Rage Arrows Firecracker Prince Royal Giant

Shortest cycle

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

5 Skeletons Electro Spirit Ice Spirit Rage

Attack Synergies 3 7

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
Electro Spirit
Royal Giant
Ice Spirit
Royal Giant Firecracker Royal Giant Prince
Arrows
Royal Giant Prince
Firecracker
Royal Giant Ice Spirit Prince
Royal Giant
Ice Spirit Arrows Firecracker Electro Spirit Ice Spirit
Rage
Prince
Prince
Ice Spirit Arrows Firecracker Rage

Defense Synergies 0 8

Skeletons
Electro Spirit Ice Spirit Firecracker Prince
Electro Spirit
Skeletons
Ice Spirit
Skeletons Firecracker Prince
Arrows
Prince
Firecracker
Skeletons Ice Spirit Prince
Royal Giant
Rage
Prince
Skeletons Ice Spirit Arrows Firecracker

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.

Firecracker
Skeletons Ice Spirit Firecracker Prince
Prince Skeletons
Prince Skeletons Firecracker
Arrows Firecracker Prince
Arrows Skeletons Electro Spirit Firecracker
Electro Spirit Ice Spirit Arrows Firecracker
Electro Spirit Arrows
Skeletons Prince
Skeletons Ice Spirit Firecracker Prince
Skeletons Electro Spirit Arrows Firecracker
Arrows Firecracker
Prince Skeletons Ice Spirit
Electro Spirit Ice Spirit Arrows Firecracker Prince
Prince
Ice Spirit Prince
Skeletons Arrows Firecracker Prince
Ice Spirit Arrows Electro Spirit Firecracker Prince
Arrows Electro Spirit Ice Spirit Firecracker
Prince
Electro Spirit Arrows Firecracker Prince

Counters to secondary win conditions

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

Skeletons Prince
Arrows Firecracker Prince
Skeletons Ice Spirit Prince
Prince
Skeletons Prince
Arrows Firecracker Skeletons Electro Spirit Ice Spirit
Prince Skeletons
Prince
Skeletons Electro Spirit Ice Spirit Firecracker Prince
Skeletons
Prince
Arrows Prince
Prince Skeletons
Firecracker
Skeletons Electro Spirit Ice Spirit Firecracker Prince
Arrows Electro Spirit Firecracker
Electro Spirit Arrows

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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Prince
Arrows Firecracker
Arrows Firecracker Electro Spirit Ice Spirit
Arrows Firecracker
Arrows Ice Spirit Firecracker
Arrows Firecracker
Prince
Firecracker Arrows Prince
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker Prince
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Prince
Arrows Firecracker
Prince
Arrows
Prince
Arrows
Arrows Firecracker Electro Spirit Ice Spirit
Arrows Firecracker
Arrows Prince
Arrows Firecracker
Arrows Firecracker
Electro Spirit Ice Spirit Firecracker
Arrows
Electro Spirit Ice Spirit Arrows Firecracker
Prince
Arrows Firecracker
Electro Spirit Ice Spirit Prince
Arrows Firecracker
Arrows
Firecracker Prince
Arrows Firecracker
Arrows
Firecracker Prince
Electro Spirit Ice Spirit Firecracker
Firecracker
Firecracker Prince
Prince
Firecracker

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