My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Goblin Gang Electro Dragon Night 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.

Skeletons Bats Prince Electro Dragon Night Witch

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.

Zap Arrows

Punishments

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

Goblin Gang 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.

Goblin Gang Prince

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.

Electro Dragon

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 Prince Night Witch
Giant Snowball
Skeletons Bats Goblin Gang Electro Dragon Night Witch
Zap
Skeletons Bats Goblin Gang Prince Night Witch
Barbarian Barrel
Skeletons Goblin Gang Night Witch
The Log
Skeletons Goblin Gang Prince
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Bats Goblin Gang Night Witch
Royal Delivery
Skeletons Bats Goblin Gang Prince Electro Dragon Night Witch
Fireball
Goblin Gang Electro Dragon Night Witch
Poison
Bats Goblin Gang Electro Dragon Night Witch
Lightning
Prince Electro Dragon Night Witch
Rocket
Prince Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro Dragon

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 Prince Night Witch

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Zap Arrows Goblin Gang Night Witch Prince Electro Dragon

Shortest cycle

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

8 Skeletons Bats Zap Arrows

Attack Synergies 2 7

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
Zap Prince
Zap
Arrows Prince Bats Electro Dragon Night Witch
Arrows
Zap Prince Night Witch
Goblin Gang
Prince
Prince
Zap Bats Arrows Goblin Gang
Electro Dragon
Zap
Night Witch
Zap Arrows

Defense Synergies 0 14

Skeletons
Bats Zap Prince Electro Dragon Night Witch
Bats
Skeletons Zap Prince
Zap
Skeletons Bats Arrows Goblin Gang Prince Electro Dragon Night Witch
Arrows
Zap Prince
Goblin Gang
Zap Prince
Prince
Skeletons Bats Zap Arrows Goblin Gang
Electro Dragon
Skeletons Zap
Night Witch
Skeletons Zap

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.

Zap Electro Dragon
Skeletons Bats Zap Goblin Gang Prince Electro Dragon Night Witch
Goblin Gang Prince Skeletons Bats Electro Dragon Night Witch
Prince Night Witch Skeletons Bats Goblin Gang Electro Dragon
Arrows Prince
Arrows Goblin Gang Skeletons Bats Zap Electro Dragon Night Witch
Bats Zap Arrows Goblin Gang Electro Dragon Night Witch
Zap Arrows Electro Dragon
Skeletons Goblin Gang Prince Night Witch
Goblin Gang Skeletons Prince Night Witch
Bats Goblin Gang Skeletons Zap Arrows Electro Dragon Night Witch
Arrows Bats Zap Goblin Gang Electro Dragon Night Witch
Prince Night Witch Skeletons Bats Zap Goblin Gang Electro Dragon
Bats Zap Arrows Goblin Gang Prince Electro Dragon Night Witch
Goblin Gang Prince
Zap Goblin Gang Prince
Skeletons Bats Arrows Goblin Gang Prince Electro Dragon Night Witch
Arrows Bats Zap Goblin Gang Prince Electro Dragon Night Witch
Zap Arrows Bats Electro Dragon
Prince
Goblin Gang Bats Arrows Prince Electro Dragon Night Witch

Counters to secondary win conditions

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

Goblin Gang Skeletons Zap Prince
Zap Arrows Goblin Gang Prince Electro Dragon
Goblin Gang Skeletons Bats Zap Prince Electro Dragon
Goblin Gang Prince Bats Zap Night Witch
Skeletons Goblin Gang Prince Night Witch
Arrows Skeletons Bats Zap Goblin Gang Electro Dragon
Goblin Gang Prince Skeletons Bats Night Witch
Prince
Zap Electro Dragon Skeletons Bats Prince
Skeletons Goblin Gang
Bats Prince Electro Dragon
Zap Arrows Prince
Prince Skeletons Goblin Gang Night Witch
Electro Dragon
Goblin Gang Electro Dragon Skeletons Bats Zap Prince Night Witch
Bats Arrows Zap Electro Dragon
Zap 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 Electro Dragon
Arrows Zap Electro Dragon
Arrows Electro Dragon
Arrows Prince
Zap Arrows
Arrows Bats Zap Electro Dragon
Arrows
Arrows Zap Electro Dragon
Arrows Zap Electro Dragon
Bats Goblin Gang Prince Electro Dragon Night Witch
Zap Arrows Prince Electro Dragon
Zap Arrows Electro Dragon
Arrows Electro Dragon
Zap Arrows Prince
Zap Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Bats Night Witch
Zap Arrows Prince Electro Dragon
Zap Arrows Electro Dragon
Prince Night Witch
Arrows
Prince
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
Arrows Zap Electro Dragon
Zap Arrows Prince Electro Dragon
Zap Arrows
Bats Zap Arrows Electro Dragon Night Witch
Zap Electro Dragon Bats
Night Witch
Zap Arrows Electro Dragon Night Witch
Zap Arrows Electro Dragon
Prince
Arrows
Zap Bats Goblin Gang Prince Electro Dragon Night Witch
Zap Arrows Electro Dragon
Arrows
Goblin Gang Prince Electro Dragon
Arrows Zap Electro Dragon
Zap Arrows
Prince Electro Dragon
Zap Electro Dragon Bats Goblin Gang
Bats Zap Electro Dragon
Electro Dragon Zap Prince
Prince
Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: