My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high 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!
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.

Baby Dragon Witch Magic Archer

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.

Royal Giant Baby Dragon Witch Prince Magic Archer

Offensive cards

Win conditions

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

Royal Giant Royal Hogs

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 Giant Royal Hogs 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.

Goblins Royal Giant Royal Hogs Baby Dragon Prince 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.

Royal Hogs 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
Royal Giant Royal Hogs Prince
Giant Snowball
Goblins Royal Hogs Baby Dragon Witch
Zap
Goblins Royal Giant Royal Hogs Witch Prince
Barbarian Barrel
Goblins Royal Hogs Witch Magic Archer
The Log
Goblins Royal Giant Royal Hogs Witch Prince
Earthquake
Royal Hogs Witch
Arrows
Goblins Royal Hogs Witch
Royal Delivery
Goblins Royal Hogs Baby Dragon Witch Prince Magic Archer
Fireball
Royal Hogs Baby Dragon Witch Magic Archer
Poison
Royal Hogs Witch Magic Archer
Lightning
Baby Dragon Witch Prince Magic Archer
Rocket
Royal Hogs Witch Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon 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.

Baby Dragon 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.

Royal Giant

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.

Goblins Witch

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.

Goblins Berserker Baby Dragon Magic Archer Royal Hogs Witch Prince Royal Giant

Shortest cycle

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

12 Goblins Berserker Baby Dragon Magic Archer

Attack Synergies 0 10

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.

Goblins
Royal Giant Baby Dragon
Berserker
Royal Giant
Goblins Baby Dragon Witch Magic Archer
Royal Hogs
Magic Archer
Baby Dragon
Goblins Royal Giant Witch Prince
Witch
Royal Giant Baby Dragon Prince
Prince
Baby Dragon Witch Magic Archer
Magic Archer
Royal Giant Royal Hogs Prince

Defense Synergies 0 5

Goblins
Magic Archer
Berserker
Royal Giant
Royal Hogs
Baby Dragon
Witch Prince
Witch
Baby Dragon Prince
Prince
Baby Dragon Witch Magic Archer
Magic Archer
Goblins Prince

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.

Baby Dragon Magic Archer
Goblins Witch Prince
Witch Prince Goblins
Witch Prince Goblins
Prince
Goblins Baby Dragon Magic Archer
Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer
Witch Goblins Prince
Goblins Prince
Goblins Witch Baby Dragon Magic Archer
Baby Dragon Witch Magic Archer
Prince Witch
Goblins Baby Dragon Witch Prince Magic Archer
Prince
Prince
Goblins Witch Prince
Goblins Baby Dragon Witch Prince Magic Archer
Baby Dragon Witch Magic Archer
Prince
Goblins Baby Dragon Witch Prince

Counters to secondary win conditions

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

Goblins Witch Prince
Baby Dragon Prince Magic Archer
Goblins Witch Prince
Prince
Witch Prince
Baby Dragon Witch Magic Archer
Prince Goblins Witch
Prince
Goblins Baby Dragon Witch Prince Magic Archer
Witch
Witch Prince
Prince
Prince Witch
Baby Dragon Witch Magic Archer
Witch Goblins Baby Dragon Prince Magic Archer
Baby Dragon Witch 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.)

Magic Archer Baby Dragon
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Prince
Baby Dragon Magic Archer
Baby Dragon Witch Magic Archer
Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer
Goblins Prince
Prince Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Prince Magic Archer
Baby Dragon Witch Magic Archer
Magic Archer Baby Dragon
Baby Dragon Prince Magic Archer
Baby Dragon Witch Magic Archer
Baby Dragon Prince Magic Archer
Prince
Baby Dragon
Baby Dragon Witch Magic Archer
Witch
Baby Dragon Witch Magic Archer
Baby Dragon Witch Prince Magic Archer
Baby Dragon Magic Archer
Baby Dragon Witch Magic Archer
Witch
Magic Archer
Magic Archer
Prince
Magic Archer
Witch Prince Magic Archer
Baby Dragon Witch Magic Archer
Baby Dragon Prince Magic Archer
Baby Dragon Magic Archer
Prince
Baby Dragon Witch Magic Archer
Witch Magic Archer
Baby Dragon Witch Prince Magic Archer
Prince

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