My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Wizard Prince P.E.K.K.A

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.

Zap Rage

Punishments

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

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.

Minion Horde Prince P.E.K.K.A

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
Minion Horde Skeleton Army Prince
Giant Snowball
Minion Horde Skeleton Army
Zap
Minion Horde Inferno Tower Skeleton Army Prince
Barbarian Barrel
Inferno Tower Wizard Skeleton Army
The Log
Skeleton Army Prince
Earthquake
Inferno Tower Skeleton Army
Arrows
Minion Horde Skeleton Army
Royal Delivery
Minion Horde Wizard Skeleton Army Prince P.E.K.K.A
Fireball
Minion Horde Inferno Tower Wizard Skeleton Army
Poison
Minion Horde Inferno Tower Wizard Skeleton Army
Lightning
Inferno Tower Wizard Prince
Rocket
Minion Horde Inferno Tower Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Inferno Tower Rage Skeleton Army 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.

Skeleton Army

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.

Minion Horde 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.

Zap Rage Skeleton Army Minion Horde Inferno Tower Wizard Prince P.E.K.K.A

Shortest cycle

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

12 Zap Rage Skeleton Army Minion Horde

Attack Synergies 3 6

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.

Zap
Prince P.E.K.K.A Minion Horde
Minion Horde
Rage Zap Prince
Inferno Tower
Wizard
Rage Prince P.E.K.K.A
Rage
Minion Horde Wizard Prince
Skeleton Army
Prince
Zap Minion Horde Wizard Rage
P.E.K.K.A
Zap Wizard

Defense Synergies 1 11

Zap
Minion Horde Inferno Tower Skeleton Army Prince P.E.K.K.A
Minion Horde
Zap Inferno Tower
Inferno Tower
Skeleton Army Zap Minion Horde Prince
Wizard
Skeleton Army Prince P.E.K.K.A
Rage
Skeleton Army
Inferno Tower Zap Wizard Prince
Prince
Zap Inferno Tower Wizard Skeleton Army
P.E.K.K.A
Zap Wizard

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.

Zap Minion Horde Inferno Tower Wizard
Minion Horde Inferno Tower Skeleton Army P.E.K.K.A Zap Prince
Minion Horde Inferno Tower Skeleton Army Prince P.E.K.K.A
Minion Horde Inferno Tower Skeleton Army Prince P.E.K.K.A
Skeleton Army Prince P.E.K.K.A
Skeleton Army Zap
Minion Horde Inferno Tower Zap Wizard
Zap Inferno Tower P.E.K.K.A
Minion Horde Inferno Tower P.E.K.K.A Skeleton Army Prince
Skeleton Army Minion Horde Inferno Tower Prince
Minion Horde Skeleton Army Zap Wizard
Minion Horde Inferno Tower Zap Wizard
Minion Horde Inferno Tower Skeleton Army Prince P.E.K.K.A Zap Wizard
Wizard Skeleton Army Zap Minion Horde Prince P.E.K.K.A
Inferno Tower Skeleton Army P.E.K.K.A Minion Horde Prince
Minion Horde Inferno Tower Skeleton Army Zap Prince P.E.K.K.A
Minion Horde Wizard Inferno Tower Skeleton Army Prince P.E.K.K.A
Zap Minion Horde Wizard Skeleton Army Prince
Zap Wizard
P.E.K.K.A Inferno Tower Prince
Wizard Skeleton Army Minion Horde Prince P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap Inferno Tower Prince P.E.K.K.A
Zap Wizard Prince
Skeleton Army P.E.K.K.A Zap Minion Horde Inferno Tower Prince
Skeleton Army Prince P.E.K.K.A Zap Minion Horde Inferno Tower
Inferno Tower P.E.K.K.A Minion Horde Skeleton Army Prince
Wizard Zap Minion Horde
Skeleton Army Prince P.E.K.K.A Minion Horde Inferno Tower
Inferno Tower P.E.K.K.A Minion Horde Skeleton Army Prince
Zap Minion Horde P.E.K.K.A Inferno Tower Skeleton Army Prince
Inferno Tower P.E.K.K.A Minion Horde Skeleton Army
P.E.K.K.A Minion Horde Inferno Tower Prince
Skeleton Army P.E.K.K.A Zap Prince
Skeleton Army Prince P.E.K.K.A Minion Horde Inferno Tower Wizard
Wizard Minion Horde Skeleton Army
Inferno Tower Skeleton Army Zap Minion Horde Prince P.E.K.K.A
Zap Minion Horde Inferno Tower Wizard P.E.K.K.A
Zap Inferno 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.)

Minion Horde
Zap
Minion Horde
Prince
Wizard Zap Minion Horde
Wizard Zap Minion Horde
Minion Horde Wizard
Zap Wizard
Zap Wizard
Minion Horde Prince
Zap Minion Horde Wizard Prince
Zap Wizard
Minion Horde
Zap Prince
Zap Minion Horde Wizard
Minion Horde Wizard
Minion Horde
Zap Wizard Prince
Zap Wizard
Minion Horde Prince
Wizard
Prince
Zap Minion Horde
Zap Wizard
Minion Horde
Zap Wizard
Zap Wizard Prince
Zap
Zap Minion Horde Wizard
Zap Minion Horde Wizard
Minion Horde
Zap Minion Horde Wizard
Zap Minion Horde
P.E.K.K.A Minion Horde Prince
Wizard
Zap Minion Horde Skeleton Army Prince
Zap Wizard
Minion Horde Wizard Prince
Zap Wizard
Zap
Minion Horde Prince P.E.K.K.A
Zap Minion Horde
Zap
Zap Prince
Prince P.E.K.K.A
Wizard

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