My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Good
F2P score
Bad

2 problems 6 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!
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 Baby Dragon

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 Baby Dragon Prince Royal Ghost Bandit

Offensive cards

Win conditions

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

Royal Hogs

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 Hogs Prince Royal Ghost Bandit

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.

Barbarians Royal Hogs Baby Dragon Prince Royal Ghost Bandit

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 Royal Hogs Royal Ghost Bandit

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
Royal Hogs Skeleton Army Prince Bandit
Giant Snowball
Barbarians Royal Hogs Skeleton Army Baby Dragon
Zap
Firecracker Royal Hogs Skeleton Army Prince Bandit
Barbarian Barrel
Firecracker Barbarians Royal Hogs Skeleton Army Royal Ghost Bandit
The Log
Firecracker Barbarians Royal Hogs Skeleton Army Prince Bandit
Earthquake
Firecracker Barbarians Royal Hogs Skeleton Army
Arrows
Firecracker Royal Hogs Skeleton Army
Royal Delivery
Firecracker Barbarians Royal Hogs Skeleton Army Baby Dragon Prince Royal Ghost Bandit
Fireball
Firecracker Barbarians Royal Hogs Skeleton Army Baby Dragon Bandit
Poison
Firecracker Barbarians Royal Hogs Skeleton Army
Lightning
Baby Dragon Prince Bandit
Rocket
Barbarians Royal Hogs Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon 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.

Skeleton Army Baby Dragon Prince Royal Ghost

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

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.

Barbarians

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.

Firecracker Skeleton Army Royal Ghost Bandit Baby Dragon Barbarians Royal Hogs Prince

Shortest cycle

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

12 Firecracker Skeleton Army Royal Ghost Bandit

Attack Synergies 0 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.

Firecracker
Royal Hogs Baby Dragon Prince Bandit
Barbarians
Royal Hogs
Firecracker Bandit
Skeleton Army
Baby Dragon
Firecracker Prince Bandit
Prince
Firecracker Baby Dragon Royal Ghost
Royal Ghost
Prince Bandit
Bandit
Firecracker Royal Hogs Baby Dragon Royal Ghost

Defense Synergies 0 9

Firecracker
Skeleton Army Baby Dragon Prince Bandit
Barbarians
Skeleton Army
Royal Hogs
Skeleton Army
Firecracker Barbarians Prince Bandit
Baby Dragon
Firecracker Prince Bandit
Prince
Firecracker Skeleton Army Baby Dragon
Royal Ghost
Bandit
Firecracker Skeleton Army Baby Dragon

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 Baby Dragon
Barbarians Skeleton Army Firecracker Prince Bandit
Barbarians Skeleton Army Prince Bandit
Barbarians Skeleton Army Prince Firecracker Bandit
Firecracker Barbarians Skeleton Army Prince
Skeleton Army Firecracker Baby Dragon Royal Ghost Bandit
Firecracker Baby Dragon
Barbarians Baby Dragon Bandit
Barbarians Skeleton Army Prince
Skeleton Army Firecracker Barbarians Prince Royal Ghost Bandit
Barbarians Skeleton Army Firecracker Baby Dragon Royal Ghost Bandit
Firecracker Baby Dragon
Barbarians Skeleton Army Prince Bandit
Skeleton Army Firecracker Barbarians Baby Dragon Prince Royal Ghost
Barbarians Skeleton Army Prince Bandit
Barbarians Skeleton Army Prince Bandit
Barbarians Firecracker Skeleton Army Prince
Firecracker Barbarians Skeleton Army Baby Dragon Prince Royal Ghost Bandit
Baby Dragon Firecracker Barbarians Royal Ghost Bandit
Barbarians Prince
Skeleton Army Royal Ghost Firecracker Barbarians Baby Dragon Prince Bandit

Counters to secondary win conditions

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

Barbarians Skeleton Army Prince Royal Ghost Bandit
Bandit Firecracker Baby Dragon Prince Royal Ghost
Barbarians Skeleton Army Bandit Prince
Skeleton Army Prince Barbarians Bandit
Barbarians Skeleton Army Prince Bandit
Firecracker Baby Dragon
Skeleton Army Prince Barbarians Bandit
Barbarians Skeleton Army Prince
Firecracker Barbarians Skeleton Army Baby Dragon Prince Bandit
Barbarians Skeleton Army
Barbarians Prince
Skeleton Army Barbarians Prince
Barbarians Skeleton Army Prince Bandit
Firecracker Barbarians Skeleton Army Baby Dragon
Barbarians Skeleton Army Firecracker Baby Dragon Prince
Firecracker Barbarians Baby Dragon Royal Ghost

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.)

Firecracker Baby Dragon Royal Ghost Bandit
Firecracker Baby Dragon Royal Ghost Bandit
Baby Dragon Bandit
Firecracker Barbarians Prince
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Bandit
Prince
Firecracker Prince Bandit
Firecracker Baby Dragon
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Prince
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Prince Bandit
Firecracker Baby Dragon
Baby Dragon Prince
Prince
Barbarians Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon Royal Ghost Bandit
Baby Dragon Prince Bandit
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon
Firecracker
Bandit
Firecracker
Prince
Firecracker
Barbarians Skeleton Army Prince Bandit
Firecracker Baby Dragon
Firecracker Baby Dragon Prince
Firecracker Baby Dragon
Firecracker Prince
Firecracker Baby Dragon
Firecracker
Firecracker Baby Dragon Prince Royal Ghost Bandit

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