My Best Clash Royale Deck

Deck Check Rating

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

4 problems 5 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!
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 No anti-ground splash!

You don't have a card, that attacks ground 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions Phoenix

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.

Prince Giant Skeleton Phoenix

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.

Elite Barbarians Mini P.E.K.K.A 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.

Elite Barbarians Mini P.E.K.K.A Prince Giant Skeleton Phoenix

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.

Elite Barbarians Mini P.E.K.K.A Giant Skeleton

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
Minions Elite Barbarians Guards Skeleton Army Prince Giant Skeleton Phoenix
Giant Snowball
Minions Guards Skeleton Army
Zap
Minions Guards Skeleton Army Prince
Barbarian Barrel
Elite Barbarians Guards Skeleton Army Giant Skeleton
The Log
Elite Barbarians Mini P.E.K.K.A Guards Skeleton Army Prince Giant Skeleton
Earthquake
Guards Skeleton Army
Arrows
Minions Guards Skeleton Army
Royal Delivery
Minions Elite Barbarians Mini P.E.K.K.A Guards Skeleton Army Prince Giant Skeleton
Fireball
Minions Elite Barbarians Skeleton Army
Poison
Minions Guards Skeleton Army Phoenix
Lightning
Elite Barbarians Mini P.E.K.K.A Prince Phoenix
Rocket
Elite Barbarians Prince Phoenix

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Mini P.E.K.K.A Guards Skeleton Army Prince Giant Skeleton

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.

Elite Barbarians 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Guards Skeleton Army Mini P.E.K.K.A Phoenix Prince Elite Barbarians Giant Skeleton

Shortest cycle

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

13 Minions Guards Skeleton Army Mini P.E.K.K.A

Attack Synergies 0 5

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.

Minions
Elite Barbarians Mini P.E.K.K.A Prince Giant Skeleton
Elite Barbarians
Minions
Mini P.E.K.K.A
Minions Giant Skeleton
Guards
Skeleton Army
Prince
Minions
Giant Skeleton
Minions Mini P.E.K.K.A
Phoenix

Defense Synergies 0 10

Minions
Prince Giant Skeleton
Elite Barbarians
Mini P.E.K.K.A
Mini P.E.K.K.A
Elite Barbarians Guards Skeleton Army
Guards
Mini P.E.K.K.A Skeleton Army Prince Giant Skeleton
Skeleton Army
Mini P.E.K.K.A Guards Prince Giant Skeleton
Prince
Minions Guards Skeleton Army
Giant Skeleton
Minions Guards Skeleton Army
Phoenix

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
Elite Barbarians Mini P.E.K.K.A Skeleton Army Minions Prince Phoenix
Mini P.E.K.K.A Skeleton Army Prince Minions Elite Barbarians Giant Skeleton
Elite Barbarians Mini P.E.K.K.A Skeleton Army Prince Minions Guards Phoenix
Elite Barbarians Mini P.E.K.K.A Skeleton Army Prince Giant Skeleton
Skeleton Army Minions Guards
Minions Phoenix
Giant Skeleton Phoenix
Mini P.E.K.K.A Minions Elite Barbarians Skeleton Army Prince Phoenix
Elite Barbarians Guards Skeleton Army Mini P.E.K.K.A Prince Giant Skeleton Phoenix
Minions Guards Skeleton Army Giant Skeleton
Minions Phoenix
Mini P.E.K.K.A Skeleton Army Prince Minions Elite Barbarians Guards Giant Skeleton
Skeleton Army Minions Mini P.E.K.K.A Guards Prince
Elite Barbarians Mini P.E.K.K.A Skeleton Army Prince Phoenix
Skeleton Army Elite Barbarians Mini P.E.K.K.A Prince
Minions Elite Barbarians Mini P.E.K.K.A Skeleton Army Prince
Minions Elite Barbarians Guards Skeleton Army Prince
Minions Guards Giant Skeleton
Mini P.E.K.K.A Elite Barbarians Prince Phoenix
Skeleton Army Minions Elite Barbarians Mini P.E.K.K.A Guards Prince Giant Skeleton

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 Skeleton Army Elite Barbarians Prince Giant Skeleton
Elite Barbarians Mini P.E.K.K.A Prince Phoenix
Guards Skeleton Army Giant Skeleton Minions Elite Barbarians Mini P.E.K.K.A Prince
Mini P.E.K.K.A Guards Skeleton Army Prince Giant Skeleton Elite Barbarians Phoenix
Giant Skeleton Elite Barbarians Mini P.E.K.K.A Guards Skeleton Army Prince Phoenix
Minions
Mini P.E.K.K.A Guards Skeleton Army Prince Minions Elite Barbarians Giant Skeleton Phoenix
Mini P.E.K.K.A Giant Skeleton Elite Barbarians Skeleton Army Prince Phoenix
Giant Skeleton Minions Elite Barbarians Mini P.E.K.K.A Skeleton Army Prince Phoenix
Guards Skeleton Army Phoenix
Minions Elite Barbarians Mini P.E.K.K.A Guards Prince Giant Skeleton Phoenix
Skeleton Army Elite Barbarians Guards Prince Giant Skeleton Phoenix
Elite Barbarians Mini P.E.K.K.A Skeleton Army Prince Giant Skeleton Guards
Skeleton Army
Elite Barbarians Guards Skeleton Army Phoenix Minions Mini P.E.K.K.A Prince Giant Skeleton
Minions Elite Barbarians Mini P.E.K.K.A Giant Skeleton Phoenix

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.)

Guards Giant Skeleton
Giant Skeleton
Guards Prince Giant Skeleton
Minions
Minions Elite Barbarians Mini P.E.K.K.A Guards Prince
Prince
Elite Barbarians
Minions
Elite Barbarians Prince
Minions Mini P.E.K.K.A
Mini P.E.K.K.A Prince
Minions Prince Giant Skeleton
Prince
Prince
Elite Barbarians
Minions Guards
Elite Barbarians Mini P.E.K.K.A
Prince Giant Skeleton
Minions Guards Skeleton Army Prince
Mini P.E.K.K.A Prince
Giant Skeleton
Elite Barbarians Prince
Minions Elite Barbarians Guards Giant Skeleton
Prince Giant Skeleton
Prince

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