My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Phoenix

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.

Skeletons Bats Giant Prince Phoenix Goblinstein

Offensive cards

Win conditions

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

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Rage

Punishments

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

Giant 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.

Giant Prince Phoenix

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
Skeletons Bats Giant Prince Phoenix
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats Prince
Barbarian Barrel
Skeletons
The Log
Skeletons Prince
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Prince
Fireball
Poison
Bats Phoenix
Lightning
Prince Phoenix Goblinstein
Rocket
Prince Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Rage Prince

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.

Skeletons Bats Rage Arrows Phoenix Giant Prince Goblinstein

Shortest cycle

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

8 Skeletons Bats Rage Arrows

Attack Synergies 4 6

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.

Skeletons
Bats
Giant Rage Prince
Arrows
Giant Prince Phoenix
Giant
Bats Arrows Rage Prince
Rage
Giant Bats Prince Phoenix
Prince
Giant Bats Arrows Rage
Phoenix
Arrows Rage
Goblinstein

Defense Synergies 0 6

Skeletons
Bats Prince Phoenix
Bats
Skeletons Prince
Arrows
Prince Phoenix
Giant
Rage
Prince
Skeletons Bats Arrows
Phoenix
Skeletons Arrows
Goblinstein

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.

Skeletons Bats Prince Phoenix
Prince Skeletons Bats
Prince Skeletons Bats Phoenix
Arrows Prince
Arrows Skeletons Bats
Bats Arrows Phoenix
Arrows Phoenix
Skeletons Prince Phoenix
Skeletons Prince Phoenix
Bats Skeletons Arrows
Arrows Bats Phoenix
Prince Skeletons Bats
Bats Arrows Prince
Prince Phoenix
Prince Goblinstein
Skeletons Bats Arrows Prince
Arrows Bats Prince
Arrows Bats
Prince Phoenix
Bats Arrows Prince

Counters to secondary win conditions

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

Skeletons Prince
Arrows Prince Phoenix
Skeletons Bats Prince
Prince Bats Phoenix
Skeletons Prince Phoenix
Arrows Goblinstein Skeletons Bats
Prince Skeletons Bats Phoenix
Prince Phoenix
Goblinstein Skeletons Bats Prince Phoenix
Skeletons Phoenix
Bats Prince Phoenix
Arrows Prince Phoenix
Prince Skeletons
Phoenix Skeletons Bats Prince Goblinstein
Bats Arrows Phoenix
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
Arrows
Arrows
Arrows Prince
Arrows Goblinstein
Arrows Goblinstein Bats
Arrows
Arrows
Arrows
Bats Prince
Arrows Prince
Arrows
Arrows
Arrows Prince
Arrows
Arrows
Arrows
Bats
Arrows Prince
Arrows
Prince
Arrows
Prince
Arrows
Arrows Goblinstein
Arrows
Arrows Prince
Arrows
Bats Arrows
Bats Goblinstein
Arrows
Arrows
Prince
Arrows
Bats Prince Goblinstein
Arrows
Arrows
Prince
Arrows
Arrows
Prince
Bats
Bats
Prince
Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: