My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
RIP
Versatility
Mediocre
F2P score
Bad

3 problems 3 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Little Prince

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 Knight Little Prince

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.

Arrows Rage

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.

Electro Spirit 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.

Electro Spirit Goblin Machine

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
Giant Snowball
Skeletons Little Prince
Zap
Skeletons Little Prince
Barbarian Barrel
Skeletons Electro Spirit Knight Little Prince
The Log
Skeletons Electro Spirit Little Prince
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Little Prince
Royal Delivery
Skeletons Electro Spirit Knight Little Prince
Fireball
Little Prince
Poison
Little Prince
Lightning
Knight Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Goblin Machine

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.

Electro Spirit Arrows Knight Rage Goblin Machine

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.

Mirror Skeletons Electro Spirit Rage Arrows Knight Little Prince Goblin Machine

Shortest cycle

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

4 Mirror Skeletons Electro Spirit Rage

Attack Synergies 1 2

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
Electro Spirit
Arrows
Mirror Knight
Knight
Arrows Little Prince
Mirror
Arrows
Rage
Goblin Machine
Little Prince
Knight

Defense Synergies 2 6

Skeletons
Electro Spirit Knight Little Prince
Electro Spirit
Skeletons Little Prince
Arrows
Mirror Knight Little Prince
Knight
Little Prince Skeletons Arrows
Mirror
Arrows
Rage
Goblin Machine
Little Prince
Knight Skeletons Electro Spirit 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.

Knight
Skeletons Knight
Skeletons Knight
Skeletons Knight
Arrows
Arrows Skeletons Electro Spirit
Electro Spirit Arrows Little Prince
Electro Spirit Arrows
Skeletons
Knight Skeletons Little Prince
Skeletons Electro Spirit Arrows Knight
Arrows
Skeletons Knight
Electro Spirit Arrows
Knight
Skeletons Arrows Knight
Arrows Electro Spirit Knight Little Prince
Arrows Electro Spirit Knight Little Prince
Electro Spirit Arrows Knight Little Prince

Counters to secondary win conditions

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

Knight Skeletons
Arrows Knight
Skeletons Knight
Knight
Skeletons Knight
Arrows Skeletons Electro Spirit
Skeletons Knight
Knight
Skeletons Electro Spirit Knight
Skeletons
Knight
Arrows
Skeletons Knight
Skeletons Electro Spirit Knight Little Prince
Arrows Electro Spirit

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 Knight
Arrows
Arrows
Arrows Knight
Arrows
Arrows Electro Spirit
Arrows
Arrows
Arrows
Arrows Knight
Arrows
Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Little Prince
Arrows
Arrows
Arrows Electro Spirit Little Prince
Arrows
Arrows
Arrows
Arrows Little Prince
Electro Spirit
Arrows
Electro Spirit Arrows
Arrows
Electro Spirit
Arrows
Arrows
Knight
Arrows
Arrows
Electro Spirit
Little Prince

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