My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 splash!

You don't have a card, that attacks air and has splash 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Giant Electro 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.

Bats Royal Recruits Battle Ram Dark Prince Prince Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Goblin Giant

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 Recruits Battle Ram Dark Prince Prince Goblin Giant

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.

Royal Recruits Battle Ram Dark Prince Prince Goblin Giant

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.

Dark Prince Electro Wizard

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
Bats Royal Recruits Battle Ram Skeleton Army Dark Prince Prince
Giant Snowball
Bats Royal Recruits Battle Ram Skeleton Army
Zap
Bats Battle Ram Skeleton Army Dark Prince Prince Goblin Giant
Barbarian Barrel
Royal Recruits Battle Ram Skeleton Army Dark Prince Electro Wizard
The Log
Royal Recruits Battle Ram Skeleton Army Dark Prince Prince
Earthquake
Skeleton Army
Arrows
Bats Royal Recruits Skeleton Army
Royal Delivery
Bats Royal Recruits Battle Ram Skeleton Army Dark Prince Prince Electro Wizard
Fireball
Battle Ram Skeleton Army Electro Wizard
Poison
Bats Royal Recruits Skeleton Army Electro Wizard
Lightning
Battle Ram Dark Prince Prince Electro Wizard
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince

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.

Bats Royal Recruits Battle Ram Skeleton Army Dark Prince 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.

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.

Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Army Battle Ram Dark Prince Electro Wizard Prince Goblin Giant Royal Recruits

Shortest cycle

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

13 Bats Skeleton Army Battle Ram Dark Prince

Attack Synergies 1 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.

Bats
Royal Recruits Battle Ram Dark Prince Prince Goblin Giant
Royal Recruits
Bats Battle Ram Electro Wizard
Battle Ram
Bats Royal Recruits Electro Wizard
Skeleton Army
Dark Prince
Prince Bats Goblin Giant Electro Wizard
Prince
Dark Prince Bats Electro Wizard
Goblin Giant
Bats Dark Prince Electro Wizard
Electro Wizard
Royal Recruits Battle Ram Dark Prince Prince Goblin Giant

Defense Synergies 0 12

Bats
Royal Recruits Dark Prince Prince Goblin Giant Electro Wizard
Royal Recruits
Bats Skeleton Army
Battle Ram
Skeleton Army
Royal Recruits Prince Electro Wizard
Dark Prince
Bats Prince Electro Wizard
Prince
Bats Skeleton Army Dark Prince Electro Wizard
Goblin Giant
Bats Electro Wizard
Electro Wizard
Bats Skeleton Army Dark Prince Prince Goblin Giant

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.

Royal Recruits Goblin Giant Electro Wizard
Skeleton Army Bats Royal Recruits Dark Prince Prince Electro Wizard
Skeleton Army Prince Bats Royal Recruits Dark Prince Electro Wizard
Royal Recruits Skeleton Army Prince Bats Dark Prince Electro Wizard
Royal Recruits Skeleton Army Dark Prince Prince
Skeleton Army Bats Dark Prince Electro Wizard
Bats Electro Wizard
Royal Recruits Goblin Giant Electro Wizard
Royal Recruits Skeleton Army Prince
Skeleton Army Royal Recruits Dark Prince Prince Electro Wizard
Bats Skeleton Army Electro Wizard Royal Recruits Dark Prince Goblin Giant
Bats Electro Wizard
Royal Recruits Skeleton Army Prince Bats Dark Prince Electro Wizard
Skeleton Army Bats Royal Recruits Dark Prince Prince Electro Wizard
Royal Recruits Skeleton Army Prince Electro Wizard
Skeleton Army Royal Recruits Prince Electro Wizard
Bats Royal Recruits Skeleton Army Dark Prince Prince Electro Wizard
Bats Royal Recruits Skeleton Army Dark Prince Prince Electro Wizard
Bats Royal Recruits Dark Prince Electro Wizard
Royal Recruits Prince Electro Wizard
Royal Recruits Skeleton Army Dark Prince Bats Prince Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Royal Recruits Skeleton Army Dark Prince Prince Electro Wizard
Electro Wizard Prince
Royal Recruits Skeleton Army Bats Dark Prince Prince Goblin Giant Electro Wizard
Royal Recruits Skeleton Army Dark Prince Prince Bats Goblin Giant Electro Wizard
Royal Recruits Skeleton Army Dark Prince Prince Goblin Giant
Bats Goblin Giant Electro Wizard
Royal Recruits Skeleton Army Dark Prince Prince Bats Goblin Giant Electro Wizard
Royal Recruits Skeleton Army Dark Prince Prince Goblin Giant
Royal Recruits Electro Wizard Bats Skeleton Army Dark Prince Prince
Royal Recruits Skeleton Army Goblin Giant
Bats Royal Recruits Dark Prince Prince
Royal Recruits Skeleton Army Dark Prince Prince Goblin Giant Electro Wizard
Royal Recruits Skeleton Army Dark Prince Prince Goblin Giant
Royal Recruits Skeleton Army
Royal Recruits Skeleton Army Electro Wizard Bats Dark Prince Prince Goblin Giant
Bats Royal Recruits Dark Prince Electro 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.)

Royal Recruits
Electro Wizard
Goblin Giant
Royal Recruits Dark Prince Prince
Dark Prince
Bats Goblin Giant
Bats Prince Electro Wizard
Royal Recruits Dark Prince Prince Electro Wizard
Prince
Royal Recruits
Bats
Dark Prince Prince Electro Wizard
Prince
Prince
Royal Recruits
Dark Prince
Electro Wizard
Prince
Bats Electro Wizard
Electro Wizard Bats
Electro Wizard
Prince
Electro Wizard Bats Royal Recruits Skeleton Army Dark Prince Prince
Electro Wizard
Dark Prince Prince Electro Wizard
Royal Recruits Dark Prince Prince
Bats Royal Recruits Electro Wizard
Bats Electro Wizard
Royal Recruits Dark Prince Prince Goblin Giant Electro Wizard

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