My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Musketeer Wizard Baby Dragon Princess

Defensive buildings

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

Bomb Tower

Investments

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

Elixir Golem Musketeer Wizard Baby Dragon Dark Prince P.E.K.K.A Princess

Offensive cards

Win conditions

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

Elixir 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.

Elixir Golem Dark Prince Princess

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.

Elixir Golem Baby Dragon Dark Prince P.E.K.K.A Princess

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
Elixir Golem Dark Prince
Giant Snowball
Musketeer Baby Dragon Princess
Zap
Dark Prince Princess
Barbarian Barrel
Elixir Golem Musketeer Bomb Tower Wizard Dark Prince Princess
The Log
Elixir Golem Musketeer Dark Prince Princess
Earthquake
Elixir Golem Bomb Tower
Arrows
Princess
Royal Delivery
Elixir Golem Musketeer Wizard Baby Dragon Dark Prince P.E.K.K.A Princess
Fireball
Elixir Golem Musketeer Bomb Tower Wizard Baby Dragon Princess
Poison
Elixir Golem Musketeer Bomb Tower Wizard Princess
Lightning
Musketeer Bomb Tower Wizard Baby Dragon Dark Prince
Rocket
Musketeer Bomb Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Princess

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Wizard Baby Dragon Dark Prince Princess

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.

Elixir Golem Baby Dragon Dark Prince P.E.K.K.A Princess

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.

Musketeer 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.

Elixir Golem Princess Musketeer Bomb Tower Baby Dragon Dark Prince Wizard P.E.K.K.A

Shortest cycle

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

14 Elixir Golem Princess Musketeer Bomb Tower

Attack Synergies 0 12

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.

Elixir Golem
Musketeer Wizard Baby Dragon
Musketeer
Elixir Golem Baby Dragon Dark Prince P.E.K.K.A
Bomb Tower
Wizard
Elixir Golem Dark Prince P.E.K.K.A
Baby Dragon
Elixir Golem Musketeer Dark Prince P.E.K.K.A
Dark Prince
Musketeer Wizard Baby Dragon Princess
P.E.K.K.A
Musketeer Wizard Baby Dragon Princess
Princess
Dark Prince P.E.K.K.A

Defense Synergies 0 11

Elixir Golem
Musketeer
Bomb Tower Baby Dragon Dark Prince P.E.K.K.A
Bomb Tower
Musketeer Baby Dragon
Wizard
Dark Prince P.E.K.K.A
Baby Dragon
Musketeer Bomb Tower Dark Prince P.E.K.K.A
Dark Prince
Musketeer Wizard Baby Dragon Princess
P.E.K.K.A
Musketeer Wizard Baby Dragon Princess
Princess
Dark Prince P.E.K.K.A

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.

Musketeer Wizard Baby Dragon
Bomb Tower P.E.K.K.A Musketeer Dark Prince
Bomb Tower P.E.K.K.A Musketeer Dark Prince
Bomb Tower P.E.K.K.A Musketeer Dark Prince
Bomb Tower Dark Prince P.E.K.K.A Princess
Musketeer Bomb Tower Baby Dragon Dark Prince
Musketeer Bomb Tower Wizard Baby Dragon Princess
Musketeer Bomb Tower Baby Dragon P.E.K.K.A
P.E.K.K.A Musketeer Bomb Tower Princess
Musketeer Dark Prince
Musketeer Bomb Tower Wizard Baby Dragon Dark Prince Princess
Musketeer Wizard Baby Dragon Princess
Bomb Tower P.E.K.K.A Musketeer Wizard Dark Prince
Bomb Tower Wizard Baby Dragon Dark Prince P.E.K.K.A Princess
P.E.K.K.A Bomb Tower
Bomb Tower P.E.K.K.A
Bomb Tower Wizard Musketeer Dark Prince P.E.K.K.A
Bomb Tower Musketeer Wizard Baby Dragon Dark Prince
Bomb Tower Wizard Baby Dragon Musketeer Dark Prince Princess
P.E.K.K.A Musketeer Bomb Tower
Wizard Dark Prince Musketeer Bomb Tower Baby Dragon P.E.K.K.A
P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Dark Prince P.E.K.K.A
Musketeer Bomb Tower Wizard Baby Dragon
P.E.K.K.A Musketeer Bomb Tower Dark Prince
Dark Prince P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Dark Prince
Wizard Musketeer Bomb Tower Baby Dragon Princess
Dark Prince P.E.K.K.A Musketeer Bomb Tower
P.E.K.K.A Bomb Tower Dark Prince
P.E.K.K.A Bomb Tower Baby Dragon Dark Prince
P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Bomb Tower Dark Prince
P.E.K.K.A Dark Prince
Dark Prince P.E.K.K.A Bomb Tower Wizard
Wizard Musketeer Bomb Tower Baby Dragon Princess
Musketeer Bomb Tower Baby Dragon Dark Prince P.E.K.K.A
Musketeer Bomb Tower Wizard Baby Dragon Dark Prince P.E.K.K.A Princess
Bomb Tower

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 Musketeer Baby Dragon
Musketeer Baby Dragon Princess
Baby Dragon
Musketeer Dark Prince
Wizard Baby Dragon Dark Prince
Wizard Musketeer Baby Dragon Princess
Musketeer Wizard Baby Dragon Princess
Wizard Baby Dragon Princess
Wizard
Musketeer
Musketeer Wizard Dark Prince Princess
Musketeer Wizard Baby Dragon Princess
Musketeer Baby Dragon Princess
Musketeer Baby Dragon Princess
Princess Musketeer Baby Dragon
Musketeer Wizard Baby Dragon Princess
Musketeer Wizard Baby Dragon Princess
Musketeer Wizard Baby Dragon Dark Prince Princess
Wizard Baby Dragon Princess
Musketeer Baby Dragon
Wizard Princess
Musketeer
Musketeer Baby Dragon
Wizard Baby Dragon Dark Prince Princess
Musketeer Wizard Baby Dragon Princess
Musketeer Wizard Baby Dragon Princess
Musketeer Baby Dragon
Musketeer Wizard Baby Dragon Princess
Musketeer Wizard
Musketeer Wizard
Princess
P.E.K.K.A
Wizard Princess
Musketeer Dark Prince Princess
Musketeer Wizard Baby Dragon Princess
Musketeer Wizard Baby Dragon Dark Prince Princess
Musketeer Wizard Baby Dragon Princess
Musketeer Dark Prince P.E.K.K.A
Musketeer Baby Dragon Princess
Musketeer Princess
Musketeer Baby Dragon Dark Prince Princess
P.E.K.K.A
Wizard

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