My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

1 problems 5 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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker 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.

Firecracker Elixir Golem Prince Fisherman Mother Witch

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage Goblin Curse

Punishments

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

Elixir Golem 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.

Elixir Golem 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.

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
Elixir Golem Goblin Curse Prince Fisherman
Giant Snowball
Goblin Curse Fisherman
Zap
Firecracker Goblin Curse Prince Fisherman
Barbarian Barrel
Firecracker Elixir Golem Goblin Curse
The Log
Firecracker Elixir Golem Goblin Curse Prince Fisherman
Earthquake
Firecracker Elixir Golem
Arrows
Firecracker Goblin Curse
Royal Delivery
Firecracker Elixir Golem Prince Fisherman Mother Witch
Fireball
Firecracker Elixir Golem Fisherman Mother Witch
Poison
Firecracker Elixir Golem Goblin Curse Fisherman Mother Witch
Lightning
Prince Fisherman Mother Witch
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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.

Arrows Elixir Golem Rage Goblin Curse Prince Mother Witch

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.

Rage Goblin Curse Arrows Firecracker Elixir Golem Fisherman Mother Witch Prince

Shortest cycle

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

10 Rage Goblin Curse Arrows Firecracker

Attack Synergies 3 8

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.

Arrows
Goblin Curse Elixir Golem Prince Mother Witch
Firecracker
Elixir Golem Prince Fisherman
Elixir Golem
Firecracker Rage Arrows Mother Witch
Rage
Elixir Golem Prince Mother Witch
Goblin Curse
Arrows
Prince
Arrows Firecracker Rage
Fisherman
Firecracker
Mother Witch
Arrows Elixir Golem Rage

Defense Synergies 0 6

Arrows
Prince Mother Witch
Firecracker
Prince Fisherman
Elixir Golem
Rage
Goblin Curse
Prince
Arrows Firecracker Fisherman
Fisherman
Firecracker Prince Mother Witch
Mother Witch
Arrows Fisherman

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
Firecracker Goblin Curse Prince Fisherman
Prince Fisherman Goblin Curse
Prince Firecracker Goblin Curse Fisherman
Arrows Firecracker Prince
Arrows Firecracker Mother Witch
Arrows Firecracker Goblin Curse
Arrows
Goblin Curse Prince Fisherman
Firecracker Prince Fisherman
Goblin Curse Mother Witch Arrows Firecracker Fisherman
Arrows Firecracker Goblin Curse
Prince Goblin Curse
Arrows Firecracker Goblin Curse Prince
Goblin Curse Prince
Goblin Curse Prince Fisherman
Arrows Firecracker Prince Fisherman
Arrows Firecracker Prince Fisherman
Arrows Firecracker Goblin Curse Fisherman Mother Witch
Goblin Curse Prince Fisherman
Arrows Firecracker Goblin Curse Prince Fisherman Mother Witch

Counters to secondary win conditions

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

Prince Fisherman
Arrows Firecracker Prince Fisherman
Prince Fisherman
Prince Fisherman
Goblin Curse Prince Fisherman
Arrows Firecracker Mother Witch Goblin Curse
Prince
Goblin Curse Prince Fisherman
Firecracker Prince
Goblin Curse
Prince
Arrows Prince
Prince Goblin Curse
Firecracker Goblin Curse
Firecracker Prince Fisherman
Arrows Firecracker Goblin Curse Mother Witch

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 Goblin Curse Fisherman
Arrows
Arrows Firecracker Prince
Arrows Firecracker Goblin Curse
Arrows Firecracker Mother Witch Goblin Curse
Arrows Firecracker
Arrows Firecracker Goblin Curse
Arrows Firecracker Fisherman
Prince Fisherman
Firecracker Arrows Prince Fisherman
Arrows Firecracker Goblin Curse
Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Prince Fisherman
Arrows Firecracker
Arrows Firecracker
Arrows
Fisherman
Arrows Firecracker Prince Fisherman
Arrows Firecracker Goblin Curse Mother Witch
Prince
Arrows
Prince Fisherman
Arrows
Arrows Firecracker Goblin Curse Mother Witch
Fisherman
Arrows Firecracker Fisherman
Arrows Prince Fisherman
Arrows Firecracker Goblin Curse Fisherman
Arrows Firecracker Goblin Curse Mother Witch
Firecracker
Arrows
Arrows Firecracker
Prince
Arrows Firecracker Goblin Curse
Prince
Arrows Firecracker Goblin Curse
Arrows
Firecracker Prince
Arrows Firecracker
Arrows
Firecracker Prince
Firecracker
Firecracker
Firecracker Prince

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