My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Rascals Wizard

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.

Rascals Wizard Dark Prince Royal Ghost Skeleton King

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel

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 Hogs Goblin Barrel Dark Prince Royal Ghost

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.

Rascals Royal Hogs Dark Prince Royal Ghost Skeleton King

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 Goblin Barrel Dark Prince Royal Ghost

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 Hogs Goblin Barrel Dark Prince Skeleton King
Giant Snowball
Royal Hogs Goblin Barrel Skeleton King
Zap
Royal Hogs Goblin Barrel Dark Prince Skeleton King
Barbarian Barrel
Rascals Wizard Royal Hogs Goblin Barrel Dark Prince Royal Ghost Skeleton King
The Log
Rascals Royal Hogs Goblin Barrel Dark Prince Skeleton King
Earthquake
Royal Hogs Goblin Barrel Skeleton King
Arrows
Rascals Royal Hogs Goblin Barrel Skeleton King
Royal Delivery
Rascals Wizard Royal Hogs Goblin Barrel Dark Prince Royal Ghost Skeleton King
Fireball
Rascals Wizard Royal Hogs Goblin Barrel Skeleton King
Poison
Rascals Wizard Royal Hogs Skeleton King
Lightning
Wizard Dark Prince Skeleton King
Rocket
Rascals Wizard Royal Hogs Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince Royal Ghost Skeleton King

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.

Dark Prince Royal Ghost

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

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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblin Barrel Royal Ghost Dark Prince Skeleton King Rascals Wizard Royal Hogs

Shortest cycle

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

10 Mirror Goblin Barrel Royal Ghost Dark Prince

Attack Synergies 3 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.

Rascals
Goblin Barrel Dark Prince
Wizard
Royal Hogs Dark Prince Royal Ghost
Royal Hogs
Wizard Goblin Barrel Dark Prince
Mirror
Goblin Barrel Royal Ghost
Goblin Barrel
Rascals Mirror Dark Prince Royal Hogs Royal Ghost Skeleton King
Dark Prince
Goblin Barrel Rascals Wizard Royal Hogs Royal Ghost
Royal Ghost
Wizard Mirror Goblin Barrel Dark Prince
Skeleton King
Goblin Barrel

Defense Synergies 0 4

Rascals
Wizard
Dark Prince Royal Ghost Skeleton King
Royal Hogs
Mirror
Goblin Barrel
Dark Prince
Wizard Royal Ghost
Royal Ghost
Wizard Dark Prince
Skeleton King
Wizard

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.

Wizard
Rascals Dark Prince
Rascals Dark Prince
Rascals Dark Prince Skeleton King
Dark Prince
Rascals Dark Prince Royal Ghost
Rascals Wizard
Rascals
Rascals Skeleton King
Rascals Dark Prince Royal Ghost
Rascals Wizard Dark Prince Royal Ghost Skeleton King
Rascals Wizard
Rascals Wizard Dark Prince
Wizard Rascals Dark Prince Royal Ghost Skeleton King
Rascals Skeleton King
Rascals
Wizard Rascals Dark Prince
Rascals Wizard Dark Prince Royal Ghost
Wizard Rascals Dark Prince Royal Ghost
Rascals Wizard Dark Prince Royal Ghost

Counters to secondary win conditions

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

Rascals Dark Prince Royal Ghost
Wizard Royal Ghost
Rascals Dark Prince
Dark Prince Rascals
Rascals Dark Prince
Wizard Rascals
Rascals Dark Prince
Rascals Dark Prince
Dark Prince
Rascals Dark Prince
Dark Prince
Rascals Dark Prince Wizard Skeleton King
Wizard Rascals
Rascals Dark Prince Skeleton King
Rascals Wizard Dark Prince Royal Ghost Skeleton King

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.)

Rascals Royal Ghost
Royal Ghost
Rascals Dark Prince
Wizard Dark Prince
Wizard
Wizard
Wizard
Wizard
Wizard Dark Prince
Wizard
Wizard
Wizard
Wizard Dark Prince
Wizard
Wizard
Wizard Dark Prince
Wizard Royal Ghost
Wizard
Wizard
Wizard
Wizard
Wizard
Dark Prince
Wizard
Rascals Wizard Dark Prince
Wizard Skeleton King
Dark Prince
Rascals Skeleton King
Dark Prince Royal Ghost
Wizard

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