My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
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 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 Goblin Gang Mother Witch

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.

Bomber Bats Prince Golem Mother Witch

Offensive cards

Win conditions

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

Goblin Barrel Golem

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.

Goblin Gang Goblin Barrel Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Prince Golem

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.

Goblin Barrel Golem

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
Bomber Bats Goblin Gang Goblin Barrel Skeleton Army Prince
Giant Snowball
Bomber Bats Goblin Gang Goblin Barrel Skeleton Army
Zap
Bomber Bats Goblin Gang Goblin Barrel Skeleton Army Prince
Barbarian Barrel
Bomber Goblin Gang Goblin Barrel Skeleton Army
The Log
Bomber Goblin Gang Goblin Barrel Skeleton Army Prince
Earthquake
Bomber Goblin Gang Goblin Barrel Skeleton Army
Arrows
Bomber Bats Goblin Gang Goblin Barrel Skeleton Army
Royal Delivery
Bomber Bats Goblin Gang Goblin Barrel Skeleton Army Prince Mother Witch
Fireball
Bomber Goblin Gang Goblin Barrel Skeleton Army Mother Witch
Poison
Bomber Bats Goblin Gang Skeleton Army Mother Witch
Lightning
Prince Mother Witch
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.

Bomber

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 Skeleton Army Prince Golem Mother Witch

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.

Goblin Barrel 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.

Goblin Gang Goblin Barrel

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.

Bomber Bats Goblin Gang Goblin Barrel Skeleton Army Mother Witch Prince Golem

Shortest cycle

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

10 Bomber Bats Goblin Gang Goblin Barrel

Attack Synergies 3 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.

Bomber
Golem Bats Prince
Bats
Bomber Goblin Barrel Prince Golem
Goblin Gang
Goblin Barrel Prince Golem
Goblin Barrel
Goblin Gang Prince Bats Skeleton Army Golem
Skeleton Army
Goblin Barrel
Prince
Goblin Barrel Bomber Bats Goblin Gang Golem
Golem
Bomber Bats Goblin Gang Goblin Barrel Prince Mother Witch
Mother Witch
Golem

Defense Synergies 0 5

Bomber
Bats
Bats
Bomber Prince
Goblin Gang
Skeleton Army Prince
Goblin Barrel
Skeleton Army
Goblin Gang Prince
Prince
Bats Goblin Gang Skeleton Army
Golem
Mother Witch

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.

Bomber
Skeleton Army Bats Goblin Gang Prince
Goblin Gang Skeleton Army Prince Bomber Bats
Skeleton Army Prince Bats Goblin Gang
Bomber Skeleton Army Prince
Goblin Gang Skeleton Army Bomber Bats Mother Witch
Bats Goblin Gang
Goblin Gang Skeleton Army Prince
Goblin Gang Skeleton Army Bomber Prince
Bats Goblin Gang Skeleton Army Mother Witch Bomber
Bats Goblin Gang
Skeleton Army Prince Bomber Bats Goblin Gang
Bomber Skeleton Army Bats Goblin Gang Prince
Skeleton Army Goblin Gang Prince
Skeleton Army Goblin Gang Prince
Bomber Bats Goblin Gang Skeleton Army Prince
Bomber Bats Goblin Gang Skeleton Army Prince
Bomber Bats Mother Witch
Prince
Bomber Goblin Gang Skeleton Army Bats Prince Mother Witch

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Prince
Bomber Goblin Gang Prince
Goblin Gang Skeleton Army Bats Prince
Goblin Gang Skeleton Army Prince Bats
Goblin Gang Skeleton Army Prince
Mother Witch Bats Goblin Gang
Goblin Gang Skeleton Army Prince Bats
Skeleton Army Prince
Bats Skeleton Army Prince
Goblin Gang Skeleton Army
Bats Prince
Skeleton Army Prince
Skeleton Army Prince Goblin Gang
Bomber Skeleton Army
Goblin Gang Skeleton Army Bomber Bats Prince
Bats Bomber Mother Witch
Bomber

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.)

Prince
Bomber
Mother Witch Bats
Bomber
Bats Goblin Gang Prince
Prince
Prince
Bomber
Bomber Bats
Bomber Prince
Bomber Mother Witch
Prince
Prince
Mother Witch Bomber
Prince
Bats Mother Witch
Bats
Bomber
Prince
Bats Goblin Gang Skeleton Army Prince
Goblin Gang Prince
Bomber
Prince
Bats Goblin Gang
Bats
Prince
Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: