My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Witch Electro Wizard

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.

Firecracker Witch Prince P.E.K.K.A Electro Wizard

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 Fireball

Punishments

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

Elite Barbarians Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elite Barbarians Prince P.E.K.K.A

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.

Firecracker Elite Barbarians Electro Wizard

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
Elite Barbarians Prince
Giant Snowball
Witch
Zap
Firecracker Witch Prince
Barbarian Barrel
Firecracker Elite Barbarians Witch Electro Wizard
The Log
Firecracker Elite Barbarians Witch Prince
Earthquake
Firecracker Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Elite Barbarians Witch Prince P.E.K.K.A Electro Wizard
Fireball
Firecracker Elite Barbarians Witch Electro Wizard
Poison
Firecracker Witch Electro Wizard
Lightning
Elite Barbarians Witch Prince Electro Wizard
Rocket
Elite Barbarians Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball

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 Prince P.E.K.K.A

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 Fireball

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.

Fireball Witch Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Firecracker Fireball Electro Wizard Witch Prince Elite Barbarians P.E.K.K.A

Shortest cycle

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

14 Arrows Firecracker Fireball Electro Wizard

Attack Synergies 4 9

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
Elite Barbarians Fireball P.E.K.K.A Prince
Firecracker
Elite Barbarians Prince P.E.K.K.A
Elite Barbarians
Arrows Firecracker Fireball
Fireball
Arrows Elite Barbarians Electro Wizard
Witch
Prince P.E.K.K.A
Prince
Arrows Firecracker Witch Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Firecracker Witch
Electro Wizard
P.E.K.K.A Fireball Prince

Defense Synergies 0 11

Arrows
Fireball Prince P.E.K.K.A
Firecracker
Prince P.E.K.K.A Electro Wizard
Elite Barbarians
Fireball
Arrows Electro Wizard
Witch
Prince Electro Wizard
Prince
Arrows Firecracker Witch Electro Wizard
P.E.K.K.A
Arrows Firecracker Electro Wizard
Electro Wizard
Firecracker Fireball Witch 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.

Firecracker Fireball Electro Wizard
Elite Barbarians P.E.K.K.A Firecracker Witch Prince Electro Wizard
Witch Prince P.E.K.K.A Elite Barbarians Electro Wizard
Elite Barbarians Witch Prince P.E.K.K.A Firecracker Electro Wizard
Arrows Firecracker Elite Barbarians Fireball Prince P.E.K.K.A
Arrows Fireball Firecracker Electro Wizard
Electro Wizard Arrows Firecracker Fireball Witch
Arrows Fireball P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Elite Barbarians Prince
Elite Barbarians Firecracker Prince Electro Wizard
Witch Electro Wizard Arrows Firecracker Fireball
Arrows Firecracker Fireball Witch Electro Wizard
Prince P.E.K.K.A Elite Barbarians Fireball Witch Electro Wizard
Fireball Arrows Firecracker Witch Prince P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Prince Electro Wizard
Elite Barbarians Fireball Prince P.E.K.K.A Electro Wizard
Arrows Firecracker Elite Barbarians Fireball Witch Prince P.E.K.K.A Electro Wizard
Arrows Fireball Firecracker Elite Barbarians Witch Prince Electro Wizard
Arrows Witch Firecracker Fireball Electro Wizard
P.E.K.K.A Elite Barbarians Prince Electro Wizard
Arrows Firecracker Elite Barbarians Fireball Witch Prince P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Elite Barbarians Fireball Witch Prince P.E.K.K.A Electro Wizard
Fireball Electro Wizard Arrows Firecracker Elite Barbarians Prince
P.E.K.K.A Elite Barbarians Witch Prince Electro Wizard
Prince P.E.K.K.A Elite Barbarians Fireball Electro Wizard
P.E.K.K.A Elite Barbarians Witch Prince
Arrows Firecracker Fireball Witch Electro Wizard
Prince P.E.K.K.A Elite Barbarians Fireball Witch Electro Wizard
P.E.K.K.A Elite Barbarians Prince
P.E.K.K.A Electro Wizard Firecracker Elite Barbarians Fireball Witch Prince
Witch P.E.K.K.A
P.E.K.K.A Elite Barbarians Witch Prince
P.E.K.K.A Arrows Elite Barbarians Fireball Prince Electro Wizard
Elite Barbarians Prince P.E.K.K.A Fireball Witch
Firecracker Fireball Witch
Elite Barbarians Witch Electro Wizard Firecracker Fireball Prince P.E.K.K.A
Arrows Firecracker Elite Barbarians Fireball Witch P.E.K.K.A Electro Wizard
Arrows Fireball Electro Wizard

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.)

Fireball Arrows Firecracker
Arrows Firecracker Fireball Electro Wizard
Arrows Fireball
Arrows Firecracker Fireball Prince
Fireball Arrows Firecracker
Arrows Firecracker Fireball Witch
Arrows Firecracker Witch
Arrows Fireball Firecracker
Arrows Fireball Firecracker
Elite Barbarians Fireball Prince Electro Wizard
Firecracker Arrows Fireball Prince Electro Wizard
Fireball Arrows Firecracker
Firecracker Elite Barbarians Fireball
Arrows Firecracker Fireball
Arrows Firecracker Elite Barbarians Fireball Prince
Arrows Firecracker Fireball Witch
Arrows Firecracker Fireball
Arrows Fireball
Arrows Firecracker Fireball Prince Electro Wizard
Arrows Firecracker Fireball Witch
Fireball Prince
Arrows Fireball
Prince
Arrows Fireball
Arrows Firecracker Fireball Witch
Witch
Arrows Firecracker Fireball Witch Electro Wizard
Fireball Arrows Witch Prince
Fireball Arrows Firecracker
Elite Barbarians Arrows Firecracker Fireball Witch Electro Wizard
Electro Wizard Firecracker Fireball Witch
Elite Barbarians Fireball
Arrows Fireball
Arrows Firecracker Fireball Electro Wizard
P.E.K.K.A Prince
Arrows Firecracker Fireball
Electro Wizard Fireball Witch Prince
Fireball Arrows Firecracker Witch Electro Wizard
Arrows Fireball
Fireball Firecracker Prince Electro Wizard
Arrows Firecracker Fireball
Arrows Fireball
Firecracker Elite Barbarians Prince P.E.K.K.A
Firecracker Elite Barbarians Fireball Witch Electro Wizard
Firecracker Fireball Witch Electro Wizard
Firecracker Fireball Witch Prince Electro Wizard
Prince P.E.K.K.A
Fireball Firecracker

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