My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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.

Minion Horde Baby Dragon

Defensive buildings

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

Mortar

Investments

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

Elixir Golem Baby Dragon Dark Prince P.E.K.K.A Fisherman Golden Knight

Offensive cards

Win conditions

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

Mortar Elixir Golem

Damage spells

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

Missing

Punishments

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

Mortar Elixir Golem Dark Prince Golden Knight

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.

Mortar Minion Horde Elixir Golem Baby Dragon 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 Golden Knight

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 Elixir Golem Dark Prince Fisherman
Giant Snowball
Minion Horde Baby Dragon Fisherman
Zap
Mortar Minion Horde Dark Prince Fisherman
Barbarian Barrel
Mortar Elixir Golem Dark Prince
The Log
Elixir Golem Dark Prince Fisherman
Earthquake
Mortar Elixir Golem
Arrows
Minion Horde
Royal Delivery
Minion Horde Elixir Golem Baby Dragon Dark Prince P.E.K.K.A Fisherman
Fireball
Mortar Minion Horde Elixir Golem Baby Dragon Fisherman
Poison
Mortar Minion Horde Elixir Golem Fisherman
Lightning
Mortar Baby Dragon Dark Prince Fisherman
Rocket
Mortar Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Baby Dragon 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.

Elixir Golem Baby Dragon 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.

Minion Horde

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Elixir Golem Fisherman Mortar Baby Dragon Dark Prince Golden Knight Minion Horde P.E.K.K.A

Shortest cycle

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

14 Elixir Golem Fisherman Mortar Baby Dragon

Attack Synergies 0 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.

Mortar
Baby Dragon Dark Prince Golden Knight
Minion Horde
Dark Prince
Elixir Golem
Baby Dragon
Baby Dragon
Mortar Elixir Golem Dark Prince P.E.K.K.A Fisherman
Dark Prince
Mortar Minion Horde Baby Dragon Fisherman
P.E.K.K.A
Baby Dragon Fisherman
Fisherman
Baby Dragon Dark Prince P.E.K.K.A
Golden Knight
Mortar

Defense Synergies 0 4

Mortar
Baby Dragon
Minion Horde
Elixir Golem
Baby Dragon
Mortar Dark Prince P.E.K.K.A
Dark Prince
Baby Dragon
P.E.K.K.A
Baby Dragon Fisherman
Fisherman
P.E.K.K.A
Golden Knight

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.

Mortar Minion Horde Baby Dragon Golden Knight
Minion Horde P.E.K.K.A Mortar Dark Prince Fisherman
Mortar Minion Horde P.E.K.K.A Fisherman Dark Prince
Minion Horde P.E.K.K.A Mortar Dark Prince Fisherman
Dark Prince P.E.K.K.A
Baby Dragon Dark Prince
Minion Horde Mortar Baby Dragon
Baby Dragon P.E.K.K.A Golden Knight
Minion Horde P.E.K.K.A Mortar Fisherman
Minion Horde Dark Prince Fisherman
Minion Horde Baby Dragon Dark Prince Fisherman
Minion Horde Baby Dragon
Mortar Minion Horde P.E.K.K.A Dark Prince
Mortar Minion Horde Baby Dragon Dark Prince P.E.K.K.A Golden Knight
P.E.K.K.A Mortar Minion Horde
Minion Horde Mortar P.E.K.K.A Fisherman
Minion Horde Mortar Dark Prince P.E.K.K.A Fisherman
Mortar Minion Horde Baby Dragon Dark Prince Fisherman Golden Knight
Mortar Baby Dragon Dark Prince Fisherman
P.E.K.K.A Mortar Fisherman
Dark Prince Minion Horde Baby Dragon P.E.K.K.A Fisherman
P.E.K.K.A Mortar Fisherman

Counters to secondary win conditions

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

Dark Prince P.E.K.K.A Fisherman
Mortar Baby Dragon Fisherman
P.E.K.K.A Minion Horde Dark Prince Fisherman Golden Knight
Dark Prince P.E.K.K.A Minion Horde Fisherman
P.E.K.K.A Minion Horde Dark Prince Fisherman
Minion Horde Baby Dragon
Dark Prince P.E.K.K.A Minion Horde
P.E.K.K.A Minion Horde Dark Prince Fisherman
Minion Horde P.E.K.K.A Mortar Baby Dragon Dark Prince
P.E.K.K.A Minion Horde
P.E.K.K.A Minion Horde Dark Prince Golden Knight
P.E.K.K.A Dark Prince
Dark Prince P.E.K.K.A Minion Horde Golden Knight
Minion Horde Baby Dragon
Mortar Minion Horde Baby Dragon Dark Prince P.E.K.K.A Fisherman Golden Knight
Minion Horde Baby Dragon Dark Prince P.E.K.K.A Golden Knight
Mortar

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.)

Mortar Minion Horde Baby Dragon Golden Knight
Mortar Baby Dragon Fisherman Golden Knight
Minion Horde Baby Dragon
Dark Prince
Mortar Minion Horde Baby Dragon Dark Prince
Minion Horde Baby Dragon
Mortar Minion Horde Baby Dragon
Baby Dragon
Mortar Fisherman Golden Knight
Minion Horde Fisherman
Mortar Minion Horde Dark Prince Fisherman Golden Knight
Baby Dragon
Mortar Baby Dragon Fisherman Golden Knight
Mortar Minion Horde Baby Dragon Fisherman
Mortar Baby Dragon Fisherman
Mortar Minion Horde Baby Dragon Golden Knight
Mortar Minion Horde Baby Dragon
Mortar
Minion Horde Fisherman
Mortar Baby Dragon Dark Prince Fisherman
Mortar Baby Dragon Golden Knight
Minion Horde Baby Dragon
Fisherman
Mortar Minion Horde Baby Dragon
Mortar Baby Dragon Dark Prince
Minion Horde Fisherman
Mortar Baby Dragon Fisherman Golden Knight
Mortar Baby Dragon Fisherman Golden Knight
Mortar Baby Dragon Fisherman Golden Knight
Minion Horde Baby Dragon
Minion Horde
Minion Horde
Mortar Minion Horde
Minion Horde
P.E.K.K.A Minion Horde
Minion Horde Dark Prince
Baby Dragon
Minion Horde Baby Dragon Dark Prince
Mortar Baby Dragon
Minion Horde Dark Prince P.E.K.K.A
Minion Horde Baby Dragon Golden Knight
Mortar Baby Dragon Dark Prince Golden Knight
P.E.K.K.A
Mortar
Fisherman

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