My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
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 Inferno Dragon Magic Archer Little Prince

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 Skeleton Barrel Royal Giant Royal Ghost Inferno Dragon Magic Archer Little Prince

Offensive cards

Win conditions

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

Skeleton Barrel Royal 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.

Skeleton Barrel Royal Giant Royal Ghost

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.

Skeleton Barrel Royal Giant Royal Ghost Magic Archer

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.

Skeleton Barrel Royal Ghost Magic Archer

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 Skeleton Barrel Royal Giant Inferno Dragon
Giant Snowball
Bats Skeleton Barrel Inferno Dragon Little Prince
Zap
Bats Skeleton Barrel Royal Giant Inferno Dragon Little Prince
Barbarian Barrel
Skeleton Barrel Royal Ghost Magic Archer Little Prince
The Log
Skeleton Barrel Royal Giant Little Prince
Earthquake
Arrows
Bats Skeleton Barrel Little Prince
Royal Delivery
Bats Skeleton Barrel Royal Ghost Inferno Dragon Magic Archer Little Prince
Fireball
Skeleton Barrel Inferno Dragon Magic Archer Little Prince
Poison
Bats Skeleton Barrel Magic Archer Little Prince
Lightning
Inferno Dragon Magic Archer Little Prince
Rocket
Inferno Dragon Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost Magic Archer

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 Skeleton Barrel 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.

Royal Giant

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Skeleton Barrel Royal Ghost Little Prince Inferno Dragon Magic Archer Royal Giant

Shortest cycle

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

8 Mirror Bats Skeleton Barrel Royal Ghost

Attack Synergies 3 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
Skeleton Barrel Royal Giant Inferno Dragon
Skeleton Barrel
Bats Royal Giant Mirror Royal Ghost Inferno Dragon Magic Archer
Royal Giant
Bats Skeleton Barrel Mirror Royal Ghost Magic Archer
Mirror
Skeleton Barrel Royal Giant Royal Ghost Magic Archer
Royal Ghost
Skeleton Barrel Royal Giant Mirror Magic Archer Little Prince
Inferno Dragon
Bats Skeleton Barrel
Magic Archer
Skeleton Barrel Royal Giant Mirror Royal Ghost
Little Prince
Royal Ghost

Defense Synergies 0 4

Bats
Inferno Dragon
Skeleton Barrel
Royal Giant
Mirror
Inferno Dragon Magic Archer
Royal Ghost
Little Prince
Inferno Dragon
Bats Mirror
Magic Archer
Mirror
Little Prince
Royal Ghost

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.

Skeleton Barrel Magic Archer
Inferno Dragon Bats
Bats Inferno Dragon
Inferno Dragon Bats
Bats Royal Ghost Magic Archer
Bats Inferno Dragon Magic Archer Little Prince
Skeleton Barrel Magic Archer
Inferno Dragon
Royal Ghost Little Prince
Bats Royal Ghost Magic Archer
Inferno Dragon Bats Magic Archer
Bats
Bats Royal Ghost Magic Archer
Inferno Dragon
Inferno Dragon
Bats
Bats Royal Ghost Magic Archer Little Prince
Bats Royal Ghost Inferno Dragon Magic Archer Little Prince
Inferno Dragon
Royal Ghost Bats Little Prince
Inferno Dragon

Counters to secondary win conditions

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

Royal Ghost
Skeleton Barrel Royal Ghost Inferno Dragon Magic Archer
Bats
Bats
Inferno Dragon
Bats Skeleton Barrel Magic Archer
Bats
Inferno Dragon
Bats Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Bats
Magic Archer
Bats Inferno Dragon Magic Archer Little Prince
Bats Royal Ghost Inferno Dragon Magic Archer

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.)

Skeleton Barrel Magic Archer Royal Ghost
Skeleton Barrel Royal Ghost Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel
Magic Archer
Bats Skeleton Barrel Magic Archer
Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel
Bats
Skeleton Barrel Magic Archer
Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Magic Archer
Magic Archer Skeleton Barrel
Bats
Skeleton Barrel Magic Archer
Skeleton Barrel Magic Archer Little Prince
Magic Archer
Skeleton Barrel
Magic Archer Little Prince
Inferno Dragon
Skeleton Barrel Royal Ghost Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Magic Archer
Bats Magic Archer Little Prince
Bats Skeleton Barrel
Magic Archer
Magic Archer
Magic Archer
Skeleton Barrel Bats Magic Archer
Magic Archer
Magic Archer
Skeleton Barrel Magic Archer
Bats Magic Archer
Bats Magic Archer
Skeleton Barrel Royal Ghost Magic Archer Little Prince
Inferno Dragon

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