My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
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 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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.

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.

Knight Battle Ram 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.

Battle Ram Goblin Barrel

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.

Mini P.E.K.K.A Battle Ram Goblin Barrel Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Barbarians Mini P.E.K.K.A Battle Ram 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.

Mini P.E.K.K.A Goblin Barrel

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
Battle Ram Goblin Barrel Prince
Giant Snowball
Barbarians Battle Ram Goblin Barrel
Zap
Battle Ram Goblin Barrel Prince
Barbarian Barrel
Knight Barbarians Battle Ram Wizard Goblin Barrel
The Log
Barbarians Mini P.E.K.K.A Battle Ram Goblin Barrel Prince
Earthquake
Barbarians Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Knight Barbarians Mini P.E.K.K.A Battle Ram Wizard Goblin Barrel Prince P.E.K.K.A
Fireball
Barbarians Battle Ram Wizard Goblin Barrel
Poison
Barbarians Wizard
Lightning
Knight Mini P.E.K.K.A Battle Ram Wizard Prince
Rocket
Barbarians Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Knight Mini P.E.K.K.A Battle Ram 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.

Goblin Barrel

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 Wizard Goblin Barrel

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.

Knight Goblin Barrel Mini P.E.K.K.A Battle Ram Barbarians Wizard Prince P.E.K.K.A

Shortest cycle

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

14 Knight Goblin Barrel Mini P.E.K.K.A Battle Ram

Attack Synergies 3 8

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.

Knight
Battle Ram Goblin Barrel Wizard Prince
Barbarians
Mini P.E.K.K.A
Wizard
Battle Ram
Knight Goblin Barrel P.E.K.K.A
Wizard
Knight Mini P.E.K.K.A Prince P.E.K.K.A
Goblin Barrel
Knight Prince Battle Ram P.E.K.K.A
Prince
Goblin Barrel Knight Wizard
P.E.K.K.A
Battle Ram Wizard Goblin Barrel

Defense Synergies 0 5

Knight
Mini P.E.K.K.A Wizard
Barbarians
Mini P.E.K.K.A
Knight Wizard
Battle Ram
Wizard
Knight Mini P.E.K.K.A Prince P.E.K.K.A
Goblin Barrel
Prince
Wizard
P.E.K.K.A
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.

Knight Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Knight Prince
Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Knight
Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Knight
Barbarians Mini P.E.K.K.A Prince P.E.K.K.A
Wizard
Barbarians P.E.K.K.A
Barbarians Mini P.E.K.K.A P.E.K.K.A Prince
Knight Barbarians Mini P.E.K.K.A Prince
Barbarians Knight Wizard
Wizard
Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Knight Wizard
Wizard Barbarians Mini P.E.K.K.A Prince P.E.K.K.A
Barbarians Mini P.E.K.K.A P.E.K.K.A Knight Prince
Barbarians Mini P.E.K.K.A Prince P.E.K.K.A
Barbarians Wizard Knight Mini P.E.K.K.A Prince P.E.K.K.A
Knight Barbarians Wizard Prince
Wizard Knight Barbarians
Barbarians Mini P.E.K.K.A P.E.K.K.A Prince
Wizard Knight Barbarians Mini P.E.K.K.A Prince P.E.K.K.A

Counters to secondary win conditions

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

Knight Barbarians Mini P.E.K.K.A Prince P.E.K.K.A
Knight Mini P.E.K.K.A Wizard Prince
Barbarians P.E.K.K.A Knight Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince P.E.K.K.A Knight Barbarians
Barbarians P.E.K.K.A Knight Mini P.E.K.K.A Prince
Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Knight Barbarians
Mini P.E.K.K.A P.E.K.K.A Knight Barbarians Prince
P.E.K.K.A Knight Barbarians Mini P.E.K.K.A Prince
P.E.K.K.A Barbarians
P.E.K.K.A Knight Barbarians Mini P.E.K.K.A Prince
P.E.K.K.A Barbarians Prince
Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Knight Wizard
Wizard Barbarians
Barbarians Knight Mini P.E.K.K.A Prince P.E.K.K.A
Barbarians Mini P.E.K.K.A Wizard P.E.K.K.A

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.)

Knight
Knight Barbarians Prince
Wizard
Wizard
Wizard
Wizard
Wizard
Mini P.E.K.K.A Prince
Knight Wizard Prince
Wizard
Knight
Prince
Wizard
Wizard
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Prince
Wizard
Prince
Wizard
Prince
Barbarians
Wizard
Wizard
Wizard Prince
Wizard
Wizard
Mini P.E.K.K.A
Wizard
P.E.K.K.A Prince
Wizard
Barbarians Prince
Wizard
Knight Mini P.E.K.K.A Wizard Prince
Wizard
Prince P.E.K.K.A
Prince
Prince P.E.K.K.A
Wizard

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