My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Spear Goblins Archers 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 Spear Goblins Archers Witch 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.

Zap

Punishments

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

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 Spear Goblins 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 Spear Goblins Archers Skeleton Army Prince
Giant Snowball
Skeletons Goblins Spear Goblins Archers Skeleton Army Witch
Zap
Skeletons Goblins Spear Goblins Archers Skeleton Army Witch Prince
Barbarian Barrel
Skeletons Goblins Spear Goblins Archers Skeleton Army Witch
The Log
Skeletons Goblins Spear Goblins Archers Skeleton Army Witch Prince
Earthquake
Skeletons Spear Goblins Archers Skeleton Army Witch
Arrows
Skeletons Goblins Spear Goblins Archers Skeleton Army Witch
Royal Delivery
Skeletons Goblins Spear Goblins Archers Skeleton Army Witch Prince
Fireball
Archers Skeleton Army Witch
Poison
Spear Goblins Archers Skeleton Army Witch
Lightning
Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Spear Goblins Skeleton Army 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.

Skeleton Army

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Goblins Spear Goblins Zap Archers Skeleton Army Witch Prince

Shortest cycle

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

7 Skeletons Goblins Spear Goblins Zap

Attack Synergies 1 8

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
Zap Archers
Spear Goblins
Zap Prince
Zap
Prince Goblins Spear Goblins Archers Witch
Archers
Goblins Zap Prince
Skeleton Army
Witch
Zap Prince
Prince
Zap Spear Goblins Archers Witch

Defense Synergies 0 19

Skeletons
Spear Goblins Zap Archers Witch Prince
Goblins
Zap Archers
Spear Goblins
Skeletons Zap Archers Skeleton Army Prince
Zap
Skeletons Goblins Spear Goblins Archers Skeleton Army Witch Prince
Archers
Skeletons Goblins Spear Goblins Zap Skeleton Army Witch
Skeleton Army
Spear Goblins Zap Archers Prince
Witch
Skeletons Zap Archers Prince
Prince
Skeletons Spear Goblins Zap Skeleton Army 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.

Spear Goblins Zap
Skeleton Army Skeletons Goblins Zap Witch Prince
Skeleton Army Witch Prince Skeletons Goblins Archers
Skeleton Army Witch Prince Skeletons Goblins
Skeleton Army Prince
Skeleton Army Skeletons Goblins Spear Goblins Zap Archers
Spear Goblins Zap Archers Witch
Zap
Witch Skeletons Goblins Skeleton Army Prince
Skeleton Army Skeletons Goblins Spear Goblins Archers Prince
Goblins Archers Skeleton Army Witch Skeletons Spear Goblins Zap
Spear Goblins Zap Archers Witch
Skeleton Army Prince Skeletons Zap Witch
Skeleton Army Goblins Zap Witch Prince
Skeleton Army Prince
Skeleton Army Zap Prince
Skeletons Goblins Skeleton Army Witch Prince
Goblins Spear Goblins Zap Archers Skeleton Army Witch Prince
Zap Witch Spear Goblins Archers
Prince
Skeleton Army Goblins Spear Goblins Archers Witch Prince

Counters to secondary win conditions

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

Skeleton Army Skeletons Goblins Spear Goblins Zap Archers Witch Prince
Zap Archers Prince
Skeleton Army Skeletons Goblins Spear Goblins Zap Witch Prince
Skeleton Army Prince Zap
Skeletons Skeleton Army Witch Prince
Skeletons Zap Archers Witch
Skeleton Army Prince Skeletons Goblins Spear Goblins Archers Witch
Skeleton Army Prince
Zap Skeletons Goblins Spear Goblins Skeleton Army Witch Prince
Witch Skeletons Skeleton Army
Witch Prince
Skeleton Army Zap Prince
Skeleton Army Prince Skeletons Witch
Archers Skeleton Army Witch
Skeleton Army Witch Skeletons Goblins Spear Goblins Zap Archers Prince
Zap Archers Witch
Zap

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.)

Zap
Prince
Zap
Spear Goblins Zap Witch
Archers Witch
Zap
Zap
Goblins Prince
Zap Prince
Zap Archers
Zap Prince
Spear Goblins Zap Witch
Zap Archers Prince
Zap Witch
Prince
Prince
Zap
Zap Witch
Witch
Zap Witch
Zap Witch Prince
Zap
Zap Archers Witch
Zap Witch
Zap
Zap
Prince
Zap Spear Goblins Archers Skeleton Army Witch Prince
Zap Archers Witch
Prince
Zap
Zap
Prince
Zap Witch
Zap Witch
Zap Witch Prince
Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: