My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Mediocre

1 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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.

Bats Archers Goblin Hut Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers Goblin Hut Prince Royal Ghost Bandit Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball

Punishments

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

Prince Royal Ghost Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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.

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
Bats Archers Prince Bandit Inferno Dragon
Giant Snowball
Bats Archers Goblin Hut Inferno Dragon
Zap
Bats Archers Goblin Hut Prince Bandit Inferno Dragon
Barbarian Barrel
Archers Goblin Hut Royal Ghost Bandit
The Log
Archers Goblin Hut Prince Bandit
Earthquake
Archers Goblin Hut
Arrows
Bats Archers Goblin Hut
Royal Delivery
Bats Archers Goblin Hut Prince Royal Ghost Bandit Inferno Dragon
Fireball
Archers Goblin Hut Bandit Inferno Dragon
Poison
Bats Archers Goblin Hut
Lightning
Goblin Hut Prince Bandit Inferno Dragon
Rocket
Goblin Hut Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Royal Ghost

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.

Bats Prince Royal Ghost Inferno Dragon

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.

Fireball

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.

Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Royal Ghost Bandit Fireball Inferno Dragon Goblin Hut Prince

Shortest cycle

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

11 Bats Archers Royal Ghost Bandit

Attack Synergies 0 13

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
Prince Bandit Inferno Dragon
Archers
Goblin Hut Prince Royal Ghost Bandit Inferno Dragon
Fireball
Goblin Hut
Archers Prince Royal Ghost Bandit
Prince
Bats Archers Goblin Hut Royal Ghost
Royal Ghost
Archers Goblin Hut Prince Bandit
Bandit
Bats Archers Goblin Hut Royal Ghost
Inferno Dragon
Bats Archers

Defense Synergies 0 9

Bats
Prince Bandit Inferno Dragon
Archers
Goblin Hut Bandit
Fireball
Goblin Hut Bandit
Goblin Hut
Archers Fireball Royal Ghost Bandit
Prince
Bats
Royal Ghost
Goblin Hut
Bandit
Bats Archers Fireball Goblin Hut
Inferno Dragon
Bats

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.

Fireball Goblin Hut
Inferno Dragon Bats Goblin Hut Prince Bandit
Goblin Hut Prince Bats Archers Bandit Inferno Dragon
Goblin Hut Prince Inferno Dragon Bats Bandit
Fireball Prince
Fireball Bats Archers Royal Ghost Bandit
Bats Inferno Dragon Archers Fireball Goblin Hut
Fireball Bandit
Inferno Dragon Goblin Hut Prince
Archers Prince Royal Ghost Bandit
Bats Archers Fireball Goblin Hut Royal Ghost Bandit
Inferno Dragon Bats Archers Fireball Goblin Hut
Goblin Hut Prince Bats Fireball Bandit
Fireball Bats Goblin Hut Prince Royal Ghost
Inferno Dragon Goblin Hut Prince Bandit
Fireball Goblin Hut Prince Bandit Inferno Dragon
Bats Fireball Goblin Hut Prince
Fireball Bats Archers Goblin Hut Prince Royal Ghost Bandit
Bats Archers Fireball Goblin Hut Royal Ghost Bandit Inferno Dragon
Goblin Hut Prince Inferno Dragon
Royal Ghost Bats Archers Fireball Prince Bandit
Inferno Dragon

Counters to secondary win conditions

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

Archers Fireball Goblin Hut Prince Royal Ghost Bandit
Fireball Bandit Archers Prince Royal Ghost Inferno Dragon
Bandit Bats Goblin Hut Prince
Prince Bats Fireball Bandit
Goblin Hut Prince Bandit Inferno Dragon
Fireball Bats Archers Goblin Hut
Prince Bats Archers Fireball Goblin Hut Bandit
Prince Inferno Dragon
Bats Fireball Goblin Hut Prince Bandit Inferno Dragon
Goblin Hut Inferno Dragon
Inferno Dragon Bats Goblin Hut Prince
Fireball Prince
Prince Fireball Bandit
Archers Fireball
Goblin Hut Bats Archers Fireball Prince Inferno Dragon
Bats Archers Fireball Goblin Hut Royal Ghost Inferno Dragon
Fireball Goblin Hut

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.)

Fireball Royal Ghost Bandit
Fireball Royal Ghost Bandit
Fireball Goblin Hut Bandit
Fireball Prince
Fireball
Fireball Bats
Archers
Fireball
Fireball Bandit
Bats Fireball Prince
Fireball Prince Bandit
Fireball Archers
Fireball Goblin Hut Bandit
Fireball Bandit
Fireball Goblin Hut Prince
Fireball Goblin Hut Bandit
Fireball Goblin Hut Bandit
Fireball
Bats
Archers Fireball Prince Bandit
Fireball
Fireball Prince
Fireball
Prince
Fireball
Fireball
Inferno Dragon
Fireball Royal Ghost Bandit
Fireball Prince Bandit
Fireball Bandit
Bats Archers Fireball
Bats Fireball Goblin Hut
Fireball
Fireball Bandit
Fireball
Prince
Fireball
Bats Archers Fireball Goblin Hut Prince Bandit
Fireball Archers
Fireball
Fireball Prince
Fireball
Fireball
Prince
Bats Fireball
Bats Fireball
Fireball Prince Royal Ghost Bandit
Prince Inferno Dragon
Fireball

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