My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

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.

Wizard Baby Dragon Witch Prince

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

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 Royal Hogs 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 Royal Hogs Baby Dragon 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 Royal Hogs

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
Royal Hogs Prince
Giant Snowball
Royal Hogs Baby Dragon Witch
Zap
Royal Hogs Witch Prince
Barbarian Barrel
Wizard Royal Hogs Witch
The Log
Mini P.E.K.K.A Royal Hogs Witch Prince
Earthquake
Royal Hogs Witch
Arrows
Royal Hogs Witch
Royal Delivery
Mini P.E.K.K.A Wizard Royal Hogs Baby Dragon Witch Prince
Fireball
Wizard Royal Hogs Baby Dragon Witch
Poison
Wizard Royal Hogs Witch
Lightning
Mini P.E.K.K.A Wizard Baby Dragon Witch Prince
Rocket
Wizard Royal Hogs Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon

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 Baby Dragon 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Mini P.E.K.K.A Baby Dragon Wizard Royal Hogs Witch Prince

Shortest cycle

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

11 Mirror Arrows Mini P.E.K.K.A Baby Dragon

Attack Synergies 2 11

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
Royal Hogs Mirror Mini P.E.K.K.A Prince
Mini P.E.K.K.A
Arrows Wizard Royal Hogs Mirror Baby Dragon
Wizard
Mini P.E.K.K.A Royal Hogs Prince
Royal Hogs
Arrows Mini P.E.K.K.A Wizard
Mirror
Arrows Mini P.E.K.K.A
Baby Dragon
Mini P.E.K.K.A Witch Prince
Witch
Baby Dragon Prince
Prince
Arrows Wizard Baby Dragon Witch

Defense Synergies 1 10

Arrows
Mirror Mini P.E.K.K.A Prince
Mini P.E.K.K.A
Arrows Wizard Mirror Baby Dragon Witch
Wizard
Mini P.E.K.K.A Prince
Royal Hogs
Mirror
Arrows Mini P.E.K.K.A
Baby Dragon
Mini P.E.K.K.A Witch Prince
Witch
Mini P.E.K.K.A Baby Dragon Prince
Prince
Arrows Wizard Baby Dragon Witch

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 Baby Dragon
Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Witch Prince
Arrows Mini P.E.K.K.A Prince
Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Arrows Baby Dragon
Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Prince
Witch Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Witch
Mini P.E.K.K.A Prince Wizard Witch
Wizard Arrows Mini P.E.K.K.A Baby Dragon Witch Prince
Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince
Wizard Arrows Mini P.E.K.K.A Witch Prince
Arrows Wizard Baby Dragon Witch Prince
Arrows Wizard Baby Dragon Witch
Mini P.E.K.K.A Prince
Wizard Arrows Mini P.E.K.K.A Baby Dragon Witch Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch Prince
Arrows Mini P.E.K.K.A Wizard Baby Dragon Prince
Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Prince
Mini P.E.K.K.A Witch Prince
Arrows Wizard Baby Dragon Witch
Mini P.E.K.K.A Prince Witch
Mini P.E.K.K.A Prince
Mini P.E.K.K.A Baby Dragon Witch Prince
Witch
Mini P.E.K.K.A Witch Prince
Arrows Prince
Mini P.E.K.K.A Prince Wizard Witch
Wizard Baby Dragon Witch
Witch Mini P.E.K.K.A Baby Dragon Prince
Arrows Mini P.E.K.K.A Wizard Baby Dragon Witch
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 Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Prince
Wizard Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon
Arrows Wizard
Mini P.E.K.K.A Prince
Arrows Wizard Prince
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Prince
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Baby Dragon Prince
Arrows Wizard Baby Dragon Witch
Baby Dragon Prince
Arrows Wizard
Prince
Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Witch
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon Witch Prince
Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Wizard Witch
Mini P.E.K.K.A
Arrows Wizard
Arrows
Prince
Arrows Wizard
Witch Prince
Arrows Wizard Baby Dragon Witch
Arrows
Mini P.E.K.K.A Wizard Baby Dragon Prince
Arrows Wizard Baby Dragon
Arrows
Prince
Baby Dragon Witch
Witch
Baby Dragon Witch Prince
Prince
Wizard

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