My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
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 Firecracker

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 Knight Firecracker Prince Giant Skeleton

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.

Arrows

Punishments

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

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.

Knight Prince Giant Skeleton

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 Giant Skeleton

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 Clone Prince Giant Skeleton
Giant Snowball
Bats Clone
Zap
Bats Firecracker Clone Prince
Barbarian Barrel
Knight Firecracker Clone Giant Skeleton
The Log
Firecracker Clone Prince Giant Skeleton
Earthquake
Firecracker Clone
Arrows
Bats Firecracker Clone
Royal Delivery
Bats Knight Firecracker Clone Prince Giant Skeleton
Fireball
Firecracker Clone
Poison
Bats Firecracker Clone
Lightning
Knight Prince
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.

Bats Arrows Knight Clone Prince Giant Skeleton

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.

Mirror Bats Arrows Knight Firecracker Clone Prince Giant Skeleton

Shortest cycle

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

8 Mirror Bats Arrows Knight

Attack Synergies 5 11

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
Knight Giant Skeleton Firecracker Clone Prince
Arrows
Mirror Knight Prince Giant Skeleton
Knight
Bats Firecracker Arrows Prince
Firecracker
Knight Bats Mirror Prince Giant Skeleton
Mirror
Arrows Firecracker Giant Skeleton
Clone
Giant Skeleton Bats
Prince
Bats Arrows Knight Firecracker
Giant Skeleton
Bats Clone Arrows Firecracker Mirror

Defense Synergies 3 9

Bats
Knight Firecracker Prince Giant Skeleton
Arrows
Mirror Knight Prince Giant Skeleton
Knight
Bats Firecracker Arrows
Firecracker
Knight Bats Mirror Prince Giant Skeleton
Mirror
Arrows Firecracker
Clone
Prince
Bats Arrows Firecracker
Giant Skeleton
Bats Arrows Firecracker

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.

Knight Firecracker
Bats Knight Firecracker Prince
Prince Bats Knight Giant Skeleton
Prince Bats Knight Firecracker
Arrows Firecracker Prince Giant Skeleton
Arrows Bats Firecracker
Bats Arrows Firecracker
Arrows Giant Skeleton
Prince
Knight Firecracker Prince Giant Skeleton
Bats Arrows Knight Firecracker Giant Skeleton
Arrows Bats Firecracker
Prince Bats Knight Giant Skeleton
Bats Arrows Firecracker Prince
Knight Prince
Prince
Bats Arrows Knight Firecracker Prince
Arrows Bats Knight Firecracker Prince
Arrows Bats Knight Firecracker Giant Skeleton
Prince
Bats Arrows Knight Firecracker Prince Giant Skeleton

Counters to secondary win conditions

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

Knight Prince Giant Skeleton
Arrows Knight Firecracker Prince
Giant Skeleton Bats Knight Prince
Prince Giant Skeleton Bats Knight
Giant Skeleton Knight Prince
Arrows Firecracker Bats
Prince Bats Knight Giant Skeleton
Giant Skeleton Knight Prince
Giant Skeleton Bats Knight Firecracker Prince
Bats Knight Prince Giant Skeleton
Arrows Prince Giant Skeleton
Prince Giant Skeleton Knight
Firecracker
Bats Knight Firecracker Prince Giant Skeleton
Bats Arrows Firecracker Giant Skeleton
Arrows

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 Knight Firecracker Giant Skeleton
Arrows Firecracker
Arrows Giant Skeleton
Arrows Knight Firecracker Prince Giant Skeleton
Arrows Firecracker
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats Prince
Firecracker Arrows Knight Prince
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker Prince
Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Arrows Firecracker Prince
Arrows Firecracker
Prince Giant Skeleton
Arrows
Prince
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Prince
Arrows Firecracker
Bats Arrows Firecracker
Bats Firecracker
Arrows
Arrows Firecracker
Prince Giant Skeleton
Arrows Firecracker
Bats Prince
Arrows Firecracker
Arrows
Knight Firecracker Prince
Arrows Firecracker
Arrows Giant Skeleton
Firecracker Prince
Bats Firecracker Giant Skeleton
Firecracker Bats
Firecracker Prince Giant Skeleton
Prince
Firecracker

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