My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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.

Baby Dragon Ice Wizard

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.

Bomber Giant Baby Dragon Prince Ice Wizard Royal Ghost

Offensive cards

Win conditions

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

Giant Wall Breakers

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.

Giant Wall Breakers Prince Royal Ghost

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.

Giant Wall Breakers Baby Dragon Prince Royal Ghost

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.

Royal Ghost

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
Bomber Giant Wall Breakers Guards Prince
Giant Snowball
Bomber Wall Breakers Guards Baby Dragon
Zap
Bomber Wall Breakers Guards Prince
Barbarian Barrel
Bomber Wall Breakers Guards Ice Wizard Royal Ghost
The Log
Bomber Wall Breakers Guards Prince
Earthquake
Bomber Guards
Arrows
Bomber Wall Breakers Guards
Royal Delivery
Bomber Wall Breakers Guards Baby Dragon Prince Ice Wizard Royal Ghost
Fireball
Bomber Wall Breakers Baby Dragon Ice Wizard
Poison
Bomber Guards Ice Wizard
Lightning
Baby Dragon Prince Ice Wizard
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Baby Dragon Ice Wizard Royal Ghost

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.

Guards Baby Dragon Prince Ice Wizard Royal Ghost

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 Wizard

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.

Bomber Wall Breakers Guards Ice Wizard Royal Ghost Baby Dragon Giant Prince

Shortest cycle

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

10 Bomber Wall Breakers Guards Ice Wizard

Attack Synergies 2 12

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.

Bomber
Giant Baby Dragon Prince
Giant
Bomber Prince Guards Baby Dragon Ice Wizard Royal Ghost
Wall Breakers
Baby Dragon Royal Ghost
Guards
Giant
Baby Dragon
Bomber Giant Wall Breakers Prince Ice Wizard
Prince
Giant Bomber Baby Dragon Ice Wizard Royal Ghost
Ice Wizard
Giant Baby Dragon Prince
Royal Ghost
Giant Wall Breakers Prince

Defense Synergies 1 7

Bomber
Guards Royal Ghost
Giant
Wall Breakers
Guards
Bomber Baby Dragon Prince Ice Wizard
Baby Dragon
Ice Wizard Guards Prince
Prince
Guards Baby Dragon Ice Wizard
Ice Wizard
Baby Dragon Guards Prince
Royal Ghost
Bomber

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.

Bomber Baby Dragon
Prince Ice Wizard
Prince Bomber Ice Wizard
Prince Guards Ice Wizard
Bomber Prince
Bomber Guards Baby Dragon Ice Wizard Royal Ghost
Baby Dragon Ice Wizard
Baby Dragon
Prince Ice Wizard
Guards Bomber Prince Ice Wizard Royal Ghost
Guards Ice Wizard Bomber Baby Dragon Royal Ghost
Baby Dragon Ice Wizard
Prince Bomber Guards Ice Wizard
Bomber Guards Baby Dragon Prince Royal Ghost
Prince
Prince
Bomber Prince
Bomber Guards Baby Dragon Prince Ice Wizard Royal Ghost
Baby Dragon Bomber Guards Ice Wizard Royal Ghost
Prince
Bomber Royal Ghost Guards Baby Dragon Prince

Counters to secondary win conditions

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

Guards Prince Royal Ghost
Bomber Baby Dragon Prince Royal Ghost
Guards Prince
Guards Prince
Guards Prince
Baby Dragon Ice Wizard
Guards Prince Ice Wizard
Prince
Baby Dragon Prince
Guards
Guards Prince
Guards Prince
Prince Guards
Bomber Baby Dragon
Guards Bomber Baby Dragon Prince
Bomber Baby Dragon Ice Wizard Royal Ghost
Bomber Ice Wizard

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.)

Guards Baby Dragon Royal Ghost
Baby Dragon Ice Wizard Royal Ghost
Baby Dragon
Guards Prince
Bomber Baby Dragon
Baby Dragon Ice Wizard
Bomber Baby Dragon
Baby Dragon Ice Wizard
Guards Prince
Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Prince
Bomber Baby Dragon
Baby Dragon
Bomber
Bomber Baby Dragon Prince
Bomber Baby Dragon
Baby Dragon Prince
Prince
Baby Dragon
Bomber Baby Dragon Ice Wizard
Baby Dragon Ice Wizard Royal Ghost
Baby Dragon Prince
Baby Dragon
Baby Dragon Ice Wizard
Guards
Bomber
Prince
Guards Prince
Baby Dragon Ice Wizard
Baby Dragon Prince
Bomber Baby Dragon
Prince
Guards Baby Dragon
Baby Dragon Prince Royal Ghost
Prince

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