My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Wizard 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.

Wizard Dark Prince Prince P.E.K.K.A Royal Ghost 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.

Arrows Tornado

Punishments

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

Dark Prince Prince 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.

Dark Prince Prince P.E.K.K.A Royal Ghost 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.

Dark Prince 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
Dark Prince Prince Phoenix
Giant Snowball
Zap
Dark Prince Prince
Barbarian Barrel
Wizard Dark Prince Royal Ghost
The Log
Dark Prince Prince
Earthquake
Arrows
Royal Delivery
Wizard Dark Prince Prince P.E.K.K.A Royal Ghost
Fireball
Wizard
Poison
Wizard Phoenix
Lightning
Wizard Dark Prince Prince Phoenix
Rocket
Wizard Prince Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado Dark Prince Royal Ghost

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 Tornado Dark Prince Prince P.E.K.K.A Royal Ghost

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Tornado Royal Ghost Dark Prince Phoenix Wizard Prince P.E.K.K.A

Shortest cycle

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

13 Arrows Tornado Royal Ghost Dark Prince

Attack Synergies 4 10

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.

Arrows
P.E.K.K.A Dark Prince Prince Phoenix
Wizard
Tornado Dark Prince Prince P.E.K.K.A Royal Ghost
Tornado
Wizard P.E.K.K.A Dark Prince
Dark Prince
Prince Arrows Wizard Tornado Royal Ghost
Prince
Dark Prince Arrows Wizard Royal Ghost
P.E.K.K.A
Arrows Tornado Wizard
Royal Ghost
Wizard Dark Prince Prince
Phoenix
Arrows

Defense Synergies 2 13

Arrows
Tornado Dark Prince Prince P.E.K.K.A Phoenix
Wizard
Tornado Dark Prince Prince P.E.K.K.A Royal Ghost
Tornado
Wizard P.E.K.K.A Arrows Dark Prince Prince
Dark Prince
Arrows Wizard Tornado Prince Royal Ghost
Prince
Arrows Wizard Tornado Dark Prince
P.E.K.K.A
Tornado Arrows Wizard
Royal Ghost
Wizard Dark Prince
Phoenix
Arrows

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.

Wizard
P.E.K.K.A Dark Prince Prince Phoenix
Tornado Prince P.E.K.K.A Dark Prince
Prince P.E.K.K.A Dark Prince Phoenix
Arrows Tornado Dark Prince Prince P.E.K.K.A
Arrows Tornado Dark Prince Royal Ghost
Tornado Arrows Wizard Phoenix
Arrows P.E.K.K.A Phoenix
P.E.K.K.A Tornado Prince Phoenix
Tornado Dark Prince Prince Royal Ghost Phoenix
Arrows Wizard Tornado Dark Prince Royal Ghost
Arrows Wizard Tornado Phoenix
Prince P.E.K.K.A Wizard Dark Prince
Wizard Arrows Tornado Dark Prince Prince P.E.K.K.A Royal Ghost
P.E.K.K.A Prince Phoenix
Tornado Prince P.E.K.K.A
Wizard Arrows Tornado Dark Prince Prince P.E.K.K.A
Arrows Wizard Tornado Dark Prince Prince Royal Ghost
Arrows Wizard Tornado Dark Prince Royal Ghost
P.E.K.K.A Tornado Prince Phoenix
Wizard Dark Prince Royal Ghost Arrows Prince P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Dark Prince Prince P.E.K.K.A Royal Ghost
Arrows Wizard Prince Royal Ghost Phoenix
P.E.K.K.A Dark Prince Prince
Dark Prince Prince P.E.K.K.A Tornado Phoenix
P.E.K.K.A Dark Prince Prince Phoenix
Arrows Wizard Tornado
Dark Prince Prince P.E.K.K.A Phoenix
P.E.K.K.A Dark Prince Prince Phoenix
P.E.K.K.A Tornado Dark Prince Prince Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Dark Prince Prince Phoenix
P.E.K.K.A Arrows Tornado Dark Prince Prince Phoenix
Dark Prince Prince P.E.K.K.A Wizard
Wizard
Phoenix Tornado Dark Prince Prince P.E.K.K.A
Arrows Wizard Dark Prince P.E.K.K.A Royal Ghost Phoenix
Arrows

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 Royal Ghost
Arrows Tornado Royal Ghost
Arrows
Arrows Dark Prince Prince
Wizard Arrows Dark Prince
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado Prince
Arrows Wizard Tornado Dark Prince Prince
Arrows Wizard Tornado
Arrows
Arrows Prince
Arrows Wizard
Arrows Wizard
Arrows Tornado
Arrows Wizard Dark Prince Prince
Arrows Wizard Tornado
Prince
Arrows Wizard Tornado
Tornado Prince
Arrows
Arrows Tornado Wizard Dark Prince
Arrows Wizard Tornado Royal Ghost
Arrows Wizard Tornado Prince
Arrows Tornado
Arrows Wizard Tornado
Wizard
Arrows Wizard
Arrows
P.E.K.K.A Prince
Arrows Wizard
Dark Prince Prince
Arrows Wizard Tornado
Arrows
Wizard Dark Prince Prince
Arrows Wizard
Arrows Tornado
Dark Prince Prince P.E.K.K.A
Tornado
Tornado
Tornado Dark Prince Prince Royal Ghost
Prince P.E.K.K.A
Wizard

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