My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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.

Archers 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.

Bomber Archers Giant Dark Prince Witch P.E.K.K.A

Offensive cards

Win conditions

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

Giant

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.

Giant Dark 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.

Barbarians Giant Dark 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.

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
Bomber Archers Giant Dark Prince
Giant Snowball
Bomber Archers Barbarians Witch
Zap
Bomber Archers Dark Prince Witch
Barbarian Barrel
Bomber Archers Barbarians Dark Prince Witch
The Log
Bomber Archers Barbarians Dark Prince Witch
Earthquake
Bomber Archers Barbarians Witch
Arrows
Bomber Archers Witch
Royal Delivery
Bomber Archers Barbarians Dark Prince Witch P.E.K.K.A
Fireball
Bomber Archers Barbarians Witch
Poison
Bomber Archers Barbarians Witch
Lightning
Dark Prince Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Dark Prince

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 Dark Prince P.E.K.K.A

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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Arrows Dark Prince Barbarians Giant Witch P.E.K.K.A

Shortest cycle

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

12 Bomber Archers Arrows 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.

Bomber
Giant Dark Prince P.E.K.K.A
Archers
Arrows Giant Dark Prince P.E.K.K.A
Arrows
Giant P.E.K.K.A Archers Dark Prince
Barbarians
Giant
Bomber Arrows Dark Prince Archers Witch
Dark Prince
Giant Bomber Archers Arrows Witch
Witch
Giant Dark Prince P.E.K.K.A
P.E.K.K.A
Arrows Bomber Archers Witch

Defense Synergies 0 9

Bomber
Dark Prince P.E.K.K.A
Archers
Dark Prince Witch P.E.K.K.A
Arrows
Barbarians Dark Prince P.E.K.K.A
Barbarians
Arrows
Giant
Dark Prince
Bomber Archers Arrows Witch
Witch
Archers Dark Prince
P.E.K.K.A
Bomber Archers 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.

Bomber
Barbarians P.E.K.K.A Dark Prince Witch
Barbarians Witch P.E.K.K.A Bomber Archers Dark Prince
Barbarians Witch P.E.K.K.A Dark Prince
Bomber Arrows Barbarians Dark Prince P.E.K.K.A
Arrows Bomber Archers Dark Prince
Archers Arrows Witch
Arrows Barbarians P.E.K.K.A
Barbarians Witch P.E.K.K.A
Bomber Archers Barbarians Dark Prince
Archers Barbarians Witch Bomber Arrows Dark Prince
Arrows Archers Witch
Barbarians P.E.K.K.A Bomber Dark Prince Witch
Bomber Arrows Barbarians Dark Prince Witch P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Bomber Arrows Dark Prince Witch P.E.K.K.A
Arrows Bomber Archers Barbarians Dark Prince Witch
Arrows Witch Bomber Archers Barbarians Dark Prince
Barbarians P.E.K.K.A
Bomber Dark Prince Archers Arrows Barbarians Witch 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.

Barbarians Archers Dark Prince Witch P.E.K.K.A
Bomber Archers Arrows
Barbarians P.E.K.K.A Dark Prince Witch
Dark Prince P.E.K.K.A Barbarians
Barbarians P.E.K.K.A Dark Prince Witch
Arrows Archers Witch
Dark Prince P.E.K.K.A Archers Barbarians Witch
P.E.K.K.A Barbarians Dark Prince
P.E.K.K.A Barbarians Dark Prince Witch
Witch P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Dark Prince Witch
P.E.K.K.A Arrows Barbarians Dark Prince
Barbarians Dark Prince P.E.K.K.A Witch
Bomber Archers Barbarians Witch
Barbarians Witch Bomber Archers Dark Prince P.E.K.K.A
Arrows Bomber Archers Barbarians Dark Prince Witch P.E.K.K.A
Bomber 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
Arrows
Arrows
Arrows Barbarians Dark Prince
Bomber Arrows Dark Prince
Arrows Witch
Bomber Archers Arrows Witch
Arrows
Arrows
Arrows Dark Prince
Archers Arrows
Arrows
Arrows
Bomber Arrows Witch
Arrows
Arrows
Bomber
Bomber Archers Arrows Dark Prince
Bomber Arrows Witch
Arrows
Arrows Barbarians
Arrows Bomber Dark Prince Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Archers Arrows Witch
Witch
Bomber Arrows
Arrows
P.E.K.K.A
Arrows
Archers Barbarians Dark Prince Witch
Archers Arrows Witch
Arrows
Dark Prince
Arrows Bomber
Arrows
Dark Prince P.E.K.K.A
Witch
Witch
Dark Prince Witch
P.E.K.K.A

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