My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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.

Spear Goblins Musketeer Wizard Baby Dragon 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.

Spear Goblins Musketeer Wizard Baby Dragon Dark Prince Witch

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.

Missing

Punishments

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

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.

Spear Goblins Barbarians Baby Dragon 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
Spear Goblins Skeleton Army Dark Prince
Giant Snowball
Spear Goblins Barbarians Musketeer Skeleton Army Baby Dragon Witch
Zap
Spear Goblins Skeleton Army Dark Prince Witch
Barbarian Barrel
Spear Goblins Barbarians Musketeer Wizard Skeleton Army Dark Prince Witch
The Log
Spear Goblins Barbarians Musketeer Skeleton Army Dark Prince Witch
Earthquake
Spear Goblins Barbarians Skeleton Army Witch
Arrows
Spear Goblins Skeleton Army Witch
Royal Delivery
Spear Goblins Barbarians Musketeer Wizard Skeleton Army Baby Dragon Dark Prince Witch
Fireball
Barbarians Musketeer Wizard Skeleton Army Baby Dragon Witch
Poison
Spear Goblins Barbarians Musketeer Wizard Skeleton Army Witch
Lightning
Musketeer Wizard Baby Dragon Dark Prince Witch
Rocket
Barbarians Musketeer Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Dark Prince

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 Baby Dragon 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.

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.

Barbarians Musketeer Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Skeleton Army Musketeer Baby Dragon Dark Prince Barbarians Wizard Witch

Shortest cycle

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

13 Spear Goblins Skeleton Army Musketeer Baby Dragon

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.

Spear Goblins
Baby Dragon Dark Prince
Barbarians
Musketeer
Baby Dragon Dark Prince
Wizard
Dark Prince
Skeleton Army
Baby Dragon
Spear Goblins Musketeer Dark Prince Witch
Dark Prince
Spear Goblins Musketeer Wizard Baby Dragon Witch
Witch
Baby Dragon Dark Prince

Defense Synergies 0 14

Spear Goblins
Barbarians Musketeer Skeleton Army Baby Dragon Dark Prince
Barbarians
Spear Goblins Skeleton Army
Musketeer
Spear Goblins Skeleton Army Baby Dragon Dark Prince
Wizard
Skeleton Army Dark Prince
Skeleton Army
Spear Goblins Barbarians Musketeer Wizard
Baby Dragon
Spear Goblins Musketeer Dark Prince Witch
Dark Prince
Spear Goblins Musketeer Wizard Baby Dragon Witch
Witch
Baby Dragon 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.

Spear Goblins Musketeer Wizard Baby Dragon
Barbarians Skeleton Army Musketeer Dark Prince Witch
Barbarians Skeleton Army Witch Musketeer Dark Prince
Barbarians Skeleton Army Witch Musketeer Dark Prince
Barbarians Skeleton Army Dark Prince
Skeleton Army Spear Goblins Musketeer Baby Dragon Dark Prince
Musketeer Spear Goblins Wizard Baby Dragon Witch
Barbarians Musketeer Baby Dragon
Barbarians Witch Musketeer Skeleton Army
Skeleton Army Spear Goblins Barbarians Musketeer Dark Prince
Barbarians Skeleton Army Witch Spear Goblins Musketeer Wizard Baby Dragon Dark Prince
Musketeer Spear Goblins Wizard Baby Dragon Witch
Barbarians Skeleton Army Musketeer Wizard Dark Prince Witch
Wizard Skeleton Army Barbarians Baby Dragon Dark Prince Witch
Barbarians Skeleton Army
Barbarians Skeleton Army
Barbarians Wizard Musketeer Skeleton Army Dark Prince Witch
Spear Goblins Barbarians Musketeer Wizard Skeleton Army Baby Dragon Dark Prince Witch
Wizard Baby Dragon Witch Spear Goblins Barbarians Musketeer Dark Prince
Barbarians Musketeer
Wizard Skeleton Army Dark Prince Spear Goblins Barbarians Musketeer Baby Dragon Witch

Counters to secondary win conditions

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

Barbarians Skeleton Army Spear Goblins Dark Prince Witch
Musketeer Wizard Baby Dragon
Barbarians Skeleton Army Spear Goblins Musketeer Dark Prince Witch
Skeleton Army Dark Prince Barbarians Musketeer
Barbarians Musketeer Skeleton Army Dark Prince Witch
Wizard Musketeer Baby Dragon Witch
Skeleton Army Dark Prince Spear Goblins Barbarians Musketeer Witch
Barbarians Skeleton Army Dark Prince
Spear Goblins Barbarians Skeleton Army Baby Dragon Dark Prince Witch
Witch Barbarians Musketeer Skeleton Army
Barbarians Musketeer Dark Prince Witch
Skeleton Army Barbarians Dark Prince
Barbarians Skeleton Army Dark Prince Wizard Witch
Wizard Barbarians Musketeer Skeleton Army Baby Dragon Witch
Barbarians Skeleton Army Witch Spear Goblins Musketeer Baby Dragon Dark Prince
Barbarians Musketeer Wizard Baby Dragon Dark Prince Witch

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.)

Musketeer Baby Dragon
Musketeer Baby Dragon
Baby Dragon
Barbarians Musketeer Dark Prince
Wizard Baby Dragon Dark Prince
Wizard Spear Goblins Musketeer Baby Dragon Witch
Musketeer Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard
Musketeer
Musketeer Wizard Dark Prince
Musketeer Wizard Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Spear Goblins Musketeer Wizard Baby Dragon Witch
Musketeer Wizard Baby Dragon
Musketeer Wizard Baby Dragon Dark Prince
Wizard Baby Dragon Witch
Musketeer Baby Dragon
Wizard
Musketeer
Barbarians Musketeer Baby Dragon
Wizard Baby Dragon Dark Prince Witch
Witch
Musketeer Wizard Baby Dragon Witch
Musketeer Wizard Baby Dragon Witch
Musketeer Baby Dragon
Musketeer Wizard Baby Dragon Witch
Musketeer Wizard Witch
Musketeer Wizard
Wizard
Spear Goblins Barbarians Musketeer Skeleton Army Dark Prince Witch
Musketeer Wizard Baby Dragon Witch
Musketeer Wizard Baby Dragon Dark Prince
Musketeer Wizard Baby Dragon
Musketeer Dark Prince
Musketeer Baby Dragon Witch
Musketeer Witch
Musketeer Baby Dragon Dark Prince Witch
Wizard

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