My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats

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 Royal Ghost Bandit

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.

Prince Royal Ghost Bandit

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.

Prince Royal Ghost Bandit

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 Ghost Bandit

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 Guards Prince Bandit
Giant Snowball
Skeletons Bats Guards
Zap
Skeletons Bats Guards Prince Bandit
Barbarian Barrel
Skeletons Guards Royal Ghost Bandit
The Log
Skeletons Guards Prince Bandit
Earthquake
Skeletons Guards
Arrows
Skeletons Bats Guards
Royal Delivery
Skeletons Bats Guards Prince Royal Ghost Bandit
Fireball
Bandit
Poison
Bats Guards
Lightning
Prince Bandit
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Royal Ghost

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 Guards Prince Royal Ghost

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.

Skeletons Bats Zap Arrows Guards Royal Ghost Bandit Prince

Shortest cycle

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

8 Skeletons Bats Zap Arrows

Attack Synergies 2 11

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 Bandit
Zap
Arrows Prince Bats Guards Royal Ghost Bandit
Arrows
Zap Prince Bandit
Guards
Zap Bandit
Prince
Zap Bats Arrows Royal Ghost
Royal Ghost
Zap Prince Bandit
Bandit
Bats Zap Arrows Guards Royal Ghost

Defense Synergies 0 16

Skeletons
Bats Zap Prince Royal Ghost Bandit
Bats
Skeletons Zap Prince Bandit
Zap
Skeletons Bats Arrows Guards Prince Royal Ghost Bandit
Arrows
Zap Prince Bandit
Guards
Zap Prince
Prince
Skeletons Bats Zap Arrows Guards
Royal Ghost
Skeletons Zap
Bandit
Skeletons Bats Zap Arrows

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
Skeletons Bats Zap Prince Bandit
Prince Skeletons Bats Bandit
Prince Skeletons Bats Guards Bandit
Arrows Prince
Arrows Skeletons Bats Zap Guards Royal Ghost Bandit
Bats Zap Arrows
Zap Arrows Bandit
Skeletons Prince
Guards Skeletons Prince Royal Ghost Bandit
Bats Guards Skeletons Zap Arrows Royal Ghost Bandit
Arrows Bats Zap
Prince Skeletons Bats Zap Guards Bandit
Bats Zap Arrows Guards Prince Royal Ghost
Prince Bandit
Zap Prince Bandit
Skeletons Bats Arrows Prince
Arrows Bats Zap Guards Prince Royal Ghost Bandit
Zap Arrows Bats Guards Royal Ghost Bandit
Prince
Royal Ghost Bats Arrows Guards Prince Bandit

Counters to secondary win conditions

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

Guards Skeletons Zap Prince Royal Ghost Bandit
Bandit Zap Arrows Prince Royal Ghost
Guards Bandit Skeletons Bats Zap Prince
Guards Prince Bats Zap Bandit
Skeletons Guards Prince Bandit
Arrows Skeletons Bats Zap
Guards Prince Skeletons Bats Bandit
Prince
Zap Skeletons Bats Prince Bandit
Skeletons Guards
Bats Guards Prince
Zap Arrows Guards Prince
Prince Skeletons Guards Bandit
Guards Skeletons Bats Zap Prince
Bats Arrows Zap Royal Ghost
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 Guards Royal Ghost Bandit
Arrows Zap Royal Ghost Bandit
Arrows Bandit
Arrows Guards Prince
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap Bandit
Bats Guards Prince
Zap Arrows Prince Bandit
Zap Arrows
Bandit
Arrows Bandit
Zap Arrows Prince
Zap Arrows Bandit
Arrows Bandit
Arrows
Bats
Zap Arrows Prince Bandit
Zap Arrows
Prince
Arrows
Prince
Zap Arrows
Zap Arrows
Arrows Zap Royal Ghost Bandit
Zap Arrows Prince Bandit
Zap Arrows Bandit
Bats Zap Arrows
Zap Bats Guards
Zap Arrows Bandit
Zap Arrows
Prince
Arrows
Zap Bats Guards Prince Bandit
Zap Arrows
Arrows
Prince
Arrows Zap
Zap Arrows
Prince
Zap Bats Guards
Bats Zap
Zap Prince Royal Ghost Bandit
Prince

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