My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
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.

Archers Wizard Little Prince

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.

Archers Elixir Golem Wizard Prince Electro Giant Little Prince

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

Damage spells

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

Fireball

Punishments

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

Elixir Golem Mini P.E.K.K.A Prince Electro Giant

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.

Elixir Golem Mini P.E.K.K.A Prince Electro Giant

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

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
Archers Elixir Golem Prince
Giant Snowball
Archers Little Prince
Zap
Archers Prince Little Prince
Barbarian Barrel
Archers Elixir Golem Wizard Little Prince
The Log
Archers Elixir Golem Mini P.E.K.K.A Prince Little Prince
Earthquake
Archers Elixir Golem
Arrows
Archers Little Prince
Royal Delivery
Archers Elixir Golem Mini P.E.K.K.A Wizard Prince Little Prince
Fireball
Archers Elixir Golem Wizard Little Prince
Poison
Archers Elixir Golem Wizard Little Prince
Lightning
Mini P.E.K.K.A Wizard Prince Little Prince
Rocket
Wizard Prince Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Electro Giant

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.

Elixir Golem Mini P.E.K.K.A Prince Electro Giant

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.

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Elixir Golem Little Prince Fireball Mini P.E.K.K.A Wizard Prince Electro Giant

Shortest cycle

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

13 Archers Elixir Golem Little Prince Fireball

Attack Synergies 0 13

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.

Archers
Elixir Golem Mini P.E.K.K.A Prince
Elixir Golem
Archers Fireball Mini P.E.K.K.A Wizard
Fireball
Elixir Golem Little Prince
Mini P.E.K.K.A
Archers Elixir Golem Wizard Electro Giant Little Prince
Wizard
Elixir Golem Mini P.E.K.K.A Prince
Prince
Archers Wizard Electro Giant Little Prince
Electro Giant
Mini P.E.K.K.A Prince
Little Prince
Fireball Mini P.E.K.K.A Prince

Defense Synergies 0 7

Archers
Mini P.E.K.K.A
Elixir Golem
Fireball
Mini P.E.K.K.A Little Prince
Mini P.E.K.K.A
Archers Fireball Wizard Electro Giant
Wizard
Mini P.E.K.K.A Prince
Prince
Wizard Electro Giant
Electro Giant
Mini P.E.K.K.A Prince
Little Prince
Fireball

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.

Fireball Wizard
Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince Archers
Mini P.E.K.K.A Prince
Fireball Mini P.E.K.K.A Prince
Fireball Archers
Archers Fireball Wizard Little Prince
Fireball Electro Giant
Mini P.E.K.K.A Prince
Archers Mini P.E.K.K.A Prince Little Prince
Archers Fireball Wizard Electro Giant
Archers Fireball Wizard
Mini P.E.K.K.A Prince Fireball Wizard
Fireball Wizard Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince
Fireball Mini P.E.K.K.A Prince Electro Giant
Wizard Fireball Mini P.E.K.K.A Prince
Fireball Archers Wizard Prince Little Prince
Wizard Archers Fireball Little Prince
Mini P.E.K.K.A Prince
Wizard Archers Fireball Mini P.E.K.K.A Prince Electro Giant Little Prince
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Archers Fireball Prince Electro Giant
Fireball Archers Mini P.E.K.K.A Wizard Prince
Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince Fireball
Mini P.E.K.K.A Prince
Fireball Wizard Electro Giant Archers
Mini P.E.K.K.A Prince Archers Fireball
Mini P.E.K.K.A Prince
Fireball Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince
Fireball Prince Electro Giant
Mini P.E.K.K.A Prince Fireball Wizard
Wizard Archers Fireball Electro Giant
Electro Giant Archers Fireball Mini P.E.K.K.A Prince Little Prince
Archers Fireball Mini P.E.K.K.A Wizard Electro Giant
Fireball

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
Fireball
Fireball
Fireball Prince
Fireball Wizard
Fireball Wizard Electro Giant
Archers Wizard
Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A Prince
Fireball Wizard Prince
Fireball Archers Wizard
Fireball
Fireball
Fireball Prince
Fireball Wizard
Fireball Wizard
Fireball
Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A Wizard Prince
Fireball Wizard Electro Giant Little Prince
Fireball Prince
Fireball Wizard
Prince
Fireball
Electro Giant Fireball Wizard Little Prince
Fireball Wizard
Fireball Wizard Prince
Fireball
Archers Fireball Wizard Electro Giant Little Prince
Fireball Wizard Electro Giant
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
Prince
Fireball Wizard
Archers Fireball Prince
Fireball Archers Wizard
Fireball
Fireball Mini P.E.K.K.A Wizard Prince
Fireball Wizard
Fireball Electro Giant
Prince
Electro Giant Fireball
Fireball
Fireball Prince Electro Giant Little Prince
Prince
Fireball Wizard

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