My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Goblin Cage Wizard Dark 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 Arrows

Punishments

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

Mini P.E.K.K.A 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.

Mini P.E.K.K.A 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.

Mini P.E.K.K.A 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
Bomber Guards Dark Prince
Giant Snowball
Bomber Guards
Zap
Bomber Guards Dark Prince
Barbarian Barrel
Bomber Goblin Cage Wizard Guards Dark Prince
The Log
Bomber Mini P.E.K.K.A Goblin Cage Guards Dark Prince
Earthquake
Bomber Goblin Cage Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Mini P.E.K.K.A Goblin Cage Wizard Guards Dark Prince
Fireball
Bomber Goblin Cage Wizard
Poison
Bomber Goblin Cage Wizard Guards
Lightning
Mini P.E.K.K.A Goblin Cage Wizard Dark Prince
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows Wizard 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.

Arrows Mini P.E.K.K.A Guards Dark Prince

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.

Wizard

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.

Bomber Zap Arrows Guards Mini P.E.K.K.A Goblin Cage Dark Prince Wizard

Shortest cycle

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

10 Bomber Zap Arrows Guards

Attack Synergies 1 14

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.

Bomber
Zap Mini P.E.K.K.A Goblin Cage Dark Prince
Zap
Arrows Bomber Mini P.E.K.K.A Goblin Cage Guards Dark Prince
Arrows
Zap Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A
Bomber Zap Arrows Wizard Dark Prince
Goblin Cage
Bomber Zap Dark Prince
Wizard
Mini P.E.K.K.A Dark Prince
Guards
Zap
Dark Prince
Bomber Zap Arrows Mini P.E.K.K.A Goblin Cage Wizard

Defense Synergies 1 17

Bomber
Zap Mini P.E.K.K.A Goblin Cage Guards Dark Prince
Zap
Mini P.E.K.K.A Bomber Arrows Goblin Cage Guards Dark Prince
Arrows
Zap Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A
Zap Bomber Arrows Wizard Guards
Goblin Cage
Bomber Zap Wizard Guards
Wizard
Mini P.E.K.K.A Goblin Cage Guards Dark Prince
Guards
Bomber Zap Mini P.E.K.K.A Goblin Cage Wizard
Dark Prince
Bomber Zap Arrows Wizard

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.

Bomber Zap Goblin Cage Wizard
Mini P.E.K.K.A Zap Goblin Cage Dark Prince
Mini P.E.K.K.A Goblin Cage Bomber Dark Prince
Mini P.E.K.K.A Goblin Cage Guards Dark Prince
Bomber Arrows Mini P.E.K.K.A Goblin Cage Dark Prince
Arrows Bomber Zap Guards Dark Prince
Zap Arrows Goblin Cage Wizard
Zap Arrows Goblin Cage
Mini P.E.K.K.A Goblin Cage
Guards Bomber Mini P.E.K.K.A Dark Prince
Guards Bomber Zap Arrows Wizard Dark Prince
Arrows Zap Wizard
Mini P.E.K.K.A Goblin Cage Bomber Zap Wizard Guards Dark Prince
Bomber Wizard Zap Arrows Mini P.E.K.K.A Goblin Cage Guards Dark Prince
Mini P.E.K.K.A Goblin Cage
Zap Mini P.E.K.K.A Goblin Cage
Wizard Bomber Arrows Mini P.E.K.K.A Goblin Cage Dark Prince
Arrows Goblin Cage Bomber Zap Wizard Guards Dark Prince
Zap Arrows Goblin Cage Wizard Bomber Guards Dark Prince
Mini P.E.K.K.A Goblin Cage
Bomber Wizard Dark Prince Arrows Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap Goblin Cage Dark Prince
Bomber Zap Arrows Mini P.E.K.K.A Wizard
Guards Zap Mini P.E.K.K.A Goblin Cage Dark Prince
Mini P.E.K.K.A Guards Dark Prince Zap Goblin Cage
Mini P.E.K.K.A Goblin Cage Guards Dark Prince
Arrows Wizard Zap
Mini P.E.K.K.A Guards Dark Prince Goblin Cage
Mini P.E.K.K.A Goblin Cage Dark Prince
Zap Goblin Cage Mini P.E.K.K.A Dark Prince
Goblin Cage Guards
Mini P.E.K.K.A Goblin Cage Guards Dark Prince
Zap Arrows Goblin Cage Guards Dark Prince
Mini P.E.K.K.A Dark Prince Goblin Cage Wizard Guards
Wizard Bomber Goblin Cage
Guards Bomber Zap Mini P.E.K.K.A Goblin Cage Dark Prince
Arrows Bomber Zap Mini P.E.K.K.A Goblin Cage Wizard Dark Prince
Bomber Zap Arrows Goblin Cage

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.)

Arrows Guards
Arrows Zap
Arrows
Arrows Guards Dark Prince
Bomber Wizard Zap Arrows Dark Prince
Arrows Wizard Zap
Bomber Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Mini P.E.K.K.A Guards
Zap Arrows Wizard Dark Prince
Zap Arrows Wizard
Arrows
Zap Arrows
Bomber Zap Arrows Wizard
Arrows Wizard
Arrows
Bomber Mini P.E.K.K.A
Bomber Zap Arrows Mini P.E.K.K.A Wizard Dark Prince
Bomber Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Bomber Wizard Dark Prince
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Zap Wizard Guards
Mini P.E.K.K.A
Bomber Zap Arrows Wizard
Zap Arrows
Arrows Wizard
Zap Guards Dark Prince
Zap Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard Dark Prince
Arrows Bomber Zap Wizard
Zap Arrows
Dark Prince
Zap Guards
Zap
Zap Dark Prince
Wizard

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