My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Firecracker 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 Firecracker Dark Prince Witch

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball The Log

Punishments

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

Goblin Barrel Dark Prince

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Dark 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.

Firecracker Goblin Barrel 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 Goblin Barrel Guards Dark Prince
Giant Snowball
Skeletons Goblin Barrel Guards Witch
Zap
Skeletons Firecracker Goblin Barrel Guards Dark Prince Witch
Barbarian Barrel
Skeletons Firecracker Goblin Barrel Guards Dark Prince Witch
The Log
Skeletons Firecracker Goblin Barrel Guards Dark Prince Witch
Earthquake
Skeletons Firecracker Goblin Barrel Guards Witch
Arrows
Skeletons Firecracker Goblin Barrel Guards Witch
Royal Delivery
Skeletons Firecracker Goblin Barrel Guards Dark Prince Witch
Fireball
Firecracker Goblin Barrel Witch
Poison
Firecracker Guards Witch
Lightning
Dark Prince Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Dark Prince The Log

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.

Guards Dark Prince

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball Goblin Barrel

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.

Fireball Goblin Barrel Witch

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.

Skeletons The Log Firecracker Goblin Barrel Guards Fireball Dark Prince Witch

Shortest cycle

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

9 Skeletons The Log Firecracker Goblin Barrel

Attack Synergies 1 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
Firecracker
Goblin Barrel Dark Prince
Fireball
Dark Prince The Log
Goblin Barrel
Dark Prince Firecracker Guards
Guards
Goblin Barrel The Log
Dark Prince
Goblin Barrel Firecracker Fireball Witch
Witch
Dark Prince
The Log
Fireball Guards

Defense Synergies 2 12

Skeletons
Firecracker Dark Prince Witch The Log
Firecracker
The Log Skeletons Guards Dark Prince
Fireball
The Log Dark Prince
Goblin Barrel
Guards
Firecracker Witch The Log
Dark Prince
Skeletons Firecracker Fireball Witch The Log
Witch
Skeletons Guards Dark Prince The Log
The Log
Firecracker Fireball Skeletons Guards Dark Prince Witch

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.

Firecracker Fireball The Log
Skeletons Firecracker Dark Prince Witch The Log
Witch Skeletons Dark Prince
Witch Skeletons Firecracker Guards Dark Prince
Firecracker Fireball Dark Prince The Log
Fireball The Log Skeletons Firecracker Guards Dark Prince
Firecracker Fireball Witch
Fireball The Log
Witch Skeletons
Guards Skeletons Firecracker Dark Prince
Guards Witch Skeletons Firecracker Fireball Dark Prince The Log
Firecracker Fireball Witch
Skeletons Fireball Guards Dark Prince Witch The Log
Fireball Firecracker Guards Dark Prince Witch The Log
Fireball The Log
Skeletons Firecracker Fireball Dark Prince Witch
Fireball Firecracker Guards Dark Prince Witch The Log
Witch The Log Firecracker Fireball Guards Dark Prince
Dark Prince Firecracker Fireball Guards Witch The Log

Counters to secondary win conditions

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

Guards Skeletons Fireball Dark Prince Witch
Fireball Firecracker The Log
Guards Skeletons Dark Prince Witch The Log
Guards Dark Prince Fireball The Log
Skeletons Guards Dark Prince Witch
Firecracker Fireball Skeletons Witch
Guards Dark Prince Skeletons Fireball Witch
Dark Prince
Skeletons Firecracker Fireball Dark Prince Witch The Log
Witch Skeletons Guards
Guards Dark Prince Witch
Fireball Guards Dark Prince The Log
Dark Prince Skeletons Fireball Guards Witch
Firecracker Fireball Witch
Guards Witch Skeletons Firecracker Fireball Dark Prince The Log
Firecracker Fireball Dark Prince Witch The Log
Fireball

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.)

Fireball Firecracker Guards The Log
Firecracker Fireball The Log
Fireball The Log
Firecracker Fireball Guards Dark Prince The Log
Fireball Firecracker Dark Prince The Log
Firecracker Fireball Witch
Firecracker Witch The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Fireball Guards
Firecracker Fireball Dark Prince The Log
Fireball Firecracker
Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Firecracker Fireball Witch The Log
Firecracker Fireball The Log
Fireball
Firecracker Fireball Dark Prince The Log
Firecracker Fireball Witch The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Firecracker The Log Fireball Dark Prince Witch
Witch
Firecracker Fireball The Log Witch
Fireball Witch The Log
Fireball Firecracker The Log
Firecracker Fireball Witch
Firecracker Fireball Guards Witch
Fireball
Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Fireball Guards Dark Prince Witch
Fireball Firecracker Witch
The Log Fireball
Fireball Firecracker Dark Prince
The Log Firecracker Fireball
Fireball
Firecracker Dark Prince
Firecracker Fireball Guards Witch The Log
Firecracker Fireball Witch
Firecracker Fireball Dark Prince Witch The Log
Fireball Firecracker

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