My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Bad
Versatility
RIP
F2P score
Mediocre

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 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 No anti-air splash!

You don't have a card, that attacks air and has splash 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 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.

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 Knight Royal Giant Dark Prince

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Rage

Punishments

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

Royal Giant Wall Breakers Dark 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.

Goblins Knight Royal Giant Wall Breakers 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.

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 Royal Giant Wall Breakers Guards Dark Prince
Giant Snowball
Skeletons Goblins Wall Breakers Guards
Zap
Skeletons Goblins Royal Giant Wall Breakers Guards Dark Prince
Barbarian Barrel
Skeletons Goblins Knight Wall Breakers Guards Dark Prince
The Log
Skeletons Goblins Royal Giant Wall Breakers Guards Dark Prince
Earthquake
Skeletons Guards
Arrows
Skeletons Goblins Wall Breakers Guards
Royal Delivery
Skeletons Goblins Knight Wall Breakers Guards Dark Prince
Fireball
Wall Breakers
Poison
Guards
Lightning
Knight Dark Prince
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince

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.

Knight Rage 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.

Royal Giant

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.

Goblins

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 Goblins Wall Breakers Rage Knight Guards Dark Prince Royal Giant

Shortest cycle

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

7 Skeletons Goblins Wall Breakers Rage

Attack Synergies 1 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
Goblins
Royal Giant
Knight
Wall Breakers
Royal Giant
Goblins Guards Dark Prince
Wall Breakers
Knight
Rage
Dark Prince
Guards
Royal Giant
Dark Prince
Royal Giant Rage

Defense Synergies 0 3

Skeletons
Knight Dark Prince
Goblins
Knight
Knight
Skeletons Goblins
Royal Giant
Wall Breakers
Rage
Guards
Dark Prince
Skeletons

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 Goblins Knight Dark Prince
Skeletons Goblins Knight Dark Prince
Skeletons Goblins Knight Guards Dark Prince
Dark Prince
Skeletons Goblins Guards Dark Prince
Skeletons Goblins
Knight Guards Skeletons Goblins Dark Prince
Goblins Guards Skeletons Knight Dark Prince
Skeletons Knight Guards Dark Prince
Goblins Guards Dark Prince
Knight
Skeletons Goblins Knight Dark Prince
Goblins Knight Guards Dark Prince
Knight Guards Dark Prince
Dark Prince Goblins Knight Guards

Counters to secondary win conditions

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

Knight Guards Skeletons Goblins Dark Prince
Knight
Guards Skeletons Goblins Knight Dark Prince
Guards Dark Prince Knight
Skeletons Knight Guards Dark Prince
Skeletons
Guards Dark Prince Skeletons Goblins Knight
Knight Dark Prince
Skeletons Goblins Knight Dark Prince
Skeletons Guards
Knight Guards Dark Prince
Guards Dark Prince
Dark Prince Skeletons Knight Guards
Guards Skeletons Goblins Knight Dark Prince
Dark Prince

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.)

Knight Guards
Knight Guards Dark Prince
Dark Prince
Goblins Guards
Knight Dark Prince
Knight
Dark Prince
Dark Prince
Guards
Guards Dark Prince
Knight Dark Prince
Dark Prince
Guards
Dark Prince

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