My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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.

Skeletons Bats Royal Recruits Wizard Dark Prince Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Earthquake

Punishments

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

Goblin Gang Royal Recruits Dark Prince Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblin Gang Royal Recruits Dark Prince Mega Knight

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.

Dark Prince

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 Goblin Gang Royal Recruits Dark Prince
Giant Snowball
Skeletons Bats Goblin Gang Royal Recruits
Zap
Skeletons Bats Goblin Gang Dark Prince
Barbarian Barrel
Skeletons Goblin Gang Royal Recruits Wizard Dark Prince
The Log
Skeletons Goblin Gang Royal Recruits Dark Prince
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Bats Goblin Gang Royal Recruits
Royal Delivery
Skeletons Bats Goblin Gang Royal Recruits Wizard Dark Prince
Fireball
Goblin Gang Wizard
Poison
Bats Goblin Gang Royal Recruits Wizard
Lightning
Wizard Dark Prince
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Wizard Dark Prince Mega Knight

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 Royal Recruits Dark Prince Mega Knight

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 Wizard

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Goblin Gang Earthquake Dark Prince Wizard Royal Recruits Mega Knight

Shortest cycle

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

9 Skeletons Bats Goblin Gang Earthquake

Attack Synergies 1 8

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
Mega Knight Royal Recruits Dark Prince
Goblin Gang
Royal Recruits Dark Prince
Royal Recruits
Bats Goblin Gang
Earthquake
Dark Prince Mega Knight
Wizard
Dark Prince Mega Knight
Dark Prince
Bats Goblin Gang Earthquake Wizard
Mega Knight
Bats Earthquake Wizard

Defense Synergies 0 13

Skeletons
Bats Earthquake Wizard Dark Prince
Bats
Skeletons Royal Recruits Earthquake Dark Prince Mega Knight
Goblin Gang
Royal Recruits Dark Prince
Royal Recruits
Bats Goblin Gang
Earthquake
Skeletons Bats Mega Knight
Wizard
Skeletons Dark Prince Mega Knight
Dark Prince
Skeletons Bats Goblin Gang Wizard
Mega Knight
Bats Earthquake 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.

Earthquake Royal Recruits Wizard
Skeletons Bats Goblin Gang Royal Recruits Dark Prince Mega Knight
Goblin Gang Mega Knight Skeletons Bats Royal Recruits Dark Prince
Royal Recruits Skeletons Bats Goblin Gang Dark Prince Mega Knight
Royal Recruits Earthquake Dark Prince Mega Knight
Goblin Gang Skeletons Bats Earthquake Dark Prince Mega Knight
Bats Goblin Gang Wizard
Earthquake Royal Recruits Mega Knight
Skeletons Goblin Gang Royal Recruits
Goblin Gang Skeletons Royal Recruits Dark Prince Mega Knight
Bats Goblin Gang Skeletons Royal Recruits Earthquake Wizard Dark Prince Mega Knight
Bats Goblin Gang Wizard
Royal Recruits Mega Knight Skeletons Bats Goblin Gang Earthquake Wizard Dark Prince
Wizard Mega Knight Bats Goblin Gang Royal Recruits Earthquake Dark Prince
Royal Recruits Goblin Gang Mega Knight
Goblin Gang Royal Recruits Mega Knight
Wizard Mega Knight Skeletons Bats Goblin Gang Royal Recruits Dark Prince
Mega Knight Bats Goblin Gang Royal Recruits Wizard Dark Prince
Earthquake Wizard Bats Royal Recruits Dark Prince Mega Knight
Royal Recruits
Goblin Gang Royal Recruits Wizard Dark Prince Mega Knight Bats Earthquake

Counters to secondary win conditions

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

Goblin Gang Royal Recruits Mega Knight Skeletons Dark Prince
Goblin Gang Wizard Mega Knight
Goblin Gang Royal Recruits Mega Knight Skeletons Bats Dark Prince
Goblin Gang Royal Recruits Dark Prince Mega Knight Bats
Royal Recruits Skeletons Goblin Gang Dark Prince Mega Knight
Wizard Skeletons Bats Goblin Gang
Goblin Gang Royal Recruits Dark Prince Skeletons Bats
Mega Knight Royal Recruits Dark Prince
Royal Recruits Mega Knight Skeletons Bats Dark Prince
Royal Recruits Skeletons Goblin Gang
Mega Knight Bats Royal Recruits Dark Prince
Royal Recruits Mega Knight Dark Prince
Royal Recruits Dark Prince Mega Knight Skeletons Goblin Gang Wizard
Royal Recruits Wizard Mega Knight
Goblin Gang Royal Recruits Skeletons Bats Dark Prince
Bats Mega Knight Royal Recruits Earthquake Wizard Dark Prince

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.)

Earthquake Royal Recruits
Earthquake
Earthquake Royal Recruits Dark Prince
Wizard Earthquake Dark Prince Mega Knight
Wizard Bats
Earthquake Wizard
Earthquake Wizard
Wizard
Bats Goblin Gang
Royal Recruits Earthquake Wizard Dark Prince
Wizard
Earthquake
Earthquake
Earthquake
Earthquake Wizard
Earthquake Royal Recruits Wizard Mega Knight
Earthquake
Bats
Earthquake Wizard Dark Prince Mega Knight
Earthquake Wizard Mega Knight
Earthquake Mega Knight
Wizard
Earthquake Royal Recruits
Earthquake Wizard Dark Prince Mega Knight
Earthquake Wizard
Wizard Mega Knight
Bats Wizard
Bats Wizard
Earthquake Wizard Mega Knight
Mega Knight
Earthquake Wizard
Earthquake Bats Goblin Gang Royal Recruits Dark Prince
Wizard
Goblin Gang Wizard Dark Prince Mega Knight
Earthquake Wizard
Royal Recruits Dark Prince Mega Knight
Bats Goblin Gang Royal Recruits
Bats
Royal Recruits Dark Prince Mega Knight
Wizard Mega Knight

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