My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Minions Princess

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 Bats Suspicious Bush Battle Ram Golem Princess Royal Ghost

Offensive cards

Win conditions

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

Battle Ram Golem

Damage spells

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

Missing

Punishments

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

Battle Ram Princess Royal Ghost

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.

Battle Ram Golem Princess Royal Ghost

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.

Golem Royal Ghost

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 Bats Minions Battle Ram
Giant Snowball
Skeletons Bats Minions Battle Ram Princess
Zap
Skeletons Bats Minions Battle Ram Princess
Barbarian Barrel
Skeletons Battle Ram Princess Royal Ghost
The Log
Skeletons Suspicious Bush Battle Ram Princess
Earthquake
Skeletons
Arrows
Skeletons Bats Minions Suspicious Bush Princess
Royal Delivery
Skeletons Bats Minions Battle Ram Princess Royal Ghost
Fireball
Minions Suspicious Bush Battle Ram Princess
Poison
Bats Minions Suspicious Bush Princess
Lightning
Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Princess

Against ground swarms

Spells and units that can counter ground swarms.

Princess Royal Ghost

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.

Bats Suspicious Bush Battle Ram Golem Princess Royal Ghost

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.

Princess

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.

Minions

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 Bats Suspicious Bush Minions Princess Royal Ghost Battle Ram Golem

Shortest cycle

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

8 Skeletons Bats Suspicious Bush Minions

Attack Synergies 0 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
Bats
Minions Battle Ram Golem
Minions
Bats Battle Ram Golem
Suspicious Bush
Battle Ram
Bats Minions Princess Royal Ghost
Golem
Bats Minions
Princess
Battle Ram Royal Ghost
Royal Ghost
Battle Ram Princess

Defense Synergies 0 6

Skeletons
Bats Minions Princess Royal Ghost
Bats
Skeletons Minions
Minions
Skeletons Bats
Suspicious Bush
Battle Ram
Golem
Princess
Skeletons Royal Ghost
Royal Ghost
Skeletons Princess

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.

Minions
Skeletons Bats Minions
Skeletons Bats Minions
Skeletons Bats Minions
Princess
Skeletons Bats Minions Royal Ghost
Bats Minions Princess
Skeletons Minions Princess
Skeletons Royal Ghost
Bats Minions Skeletons Princess Royal Ghost
Minions Bats Princess
Skeletons Bats Minions
Bats Minions Princess Royal Ghost
Skeletons Bats Minions
Bats Minions Royal Ghost
Bats Minions Princess Royal Ghost
Royal Ghost Bats Minions

Counters to secondary win conditions

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

Skeletons Royal Ghost
Royal Ghost
Skeletons Bats Minions
Bats
Skeletons
Skeletons Bats Minions Princess
Skeletons Bats Minions
Skeletons Bats Minions
Skeletons
Bats Minions
Skeletons
Princess
Skeletons Bats Minions
Bats Minions Princess Royal Ghost

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.)

Princess Royal Ghost
Princess Royal Ghost
Bats Minions Princess
Princess
Princess
Bats Minions
Princess
Princess
Princess
Minions Princess
Princess
Princess
Princess
Bats Minions
Princess
Princess
Minions
Princess
Princess
Princess Royal Ghost
Princess
Bats Princess
Bats Minions
Princess
Princess
Bats Minions Princess
Princess
Princess
Princess
Bats Minions Princess
Bats Princess
Princess Royal Ghost

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