My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
RIP
Versatility
Bad
F2P score
Bad

3 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 No anti-air high-damage unit!

You don't have a unit, that attacks air 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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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 Dark Prince 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.

Rage The Log

Punishments

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

Dark Prince 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Dark Prince The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Heal Spirit Rage Dark Prince Prince

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.

Heal Spirit

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 Heal Spirit Rage The Log Dark Prince Prince

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Heal Spirit

Attack Synergies 3 4

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
Heal Spirit
Prince Dark Prince
Mirror
The Log
Rage
Dark Prince Prince
Dark Prince
Prince Heal Spirit Rage
Prince
Heal Spirit Dark Prince Rage The Log
The Log
Mirror Prince

Defense Synergies 1 9

Skeletons
Electro Spirit Dark Prince Prince The Log
Electro Spirit
Skeletons Dark Prince The Log
Heal Spirit
Mirror
The Log
Rage
Dark Prince
Skeletons Electro Spirit Prince The Log
Prince
The Log Skeletons Dark Prince
The Log
Prince Skeletons Electro Spirit Mirror Dark Prince

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.

The Log
Skeletons Dark Prince Prince The Log
Prince Skeletons Dark Prince
Prince Skeletons Dark Prince
Dark Prince Prince The Log
The Log Skeletons Electro Spirit Dark Prince
Electro Spirit
Electro Spirit The Log
Skeletons Prince
Skeletons Dark Prince Prince
Skeletons Electro Spirit Dark Prince The Log
Prince Skeletons Dark Prince The Log
Electro Spirit Dark Prince Prince The Log
Prince
Prince The Log
Skeletons Dark Prince Prince
Electro Spirit Dark Prince Prince The Log
The Log Electro Spirit Dark Prince
Prince
Dark Prince Electro Spirit Prince The Log

Counters to secondary win conditions

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

Skeletons Dark Prince Prince
Prince The Log
Skeletons Dark Prince Prince The Log
Dark Prince Prince The Log
Skeletons Dark Prince Prince
Skeletons Electro Spirit
Dark Prince Prince Skeletons
Dark Prince Prince
Skeletons Electro Spirit Dark Prince Prince The Log
Skeletons
Dark Prince Prince
Dark Prince Prince The Log
Dark Prince Prince Skeletons
Skeletons Electro Spirit Dark Prince Prince The Log
Electro Spirit Dark Prince The Log

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.)

The Log
The Log
The Log
Dark Prince Prince The Log
Dark Prince The Log
Electro Spirit
The Log
The Log
The Log
Prince
Dark Prince Prince The Log
The Log
Prince The Log
The Log
The Log
Dark Prince Prince The Log
The Log
Prince The Log
Prince The Log
The Log
The Log Electro Spirit Dark Prince
The Log
Prince The Log
The Log
Electro Spirit
The Log
Electro Spirit
Prince
The Log
Electro Spirit Dark Prince Prince
The Log
Dark Prince Prince
The Log
Dark Prince Prince
Electro Spirit The Log
Dark Prince Prince The Log

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