My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Bomber 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.

Missing

Damage spells

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

Zap Fireball

Punishments

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

Dark Prince

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Fireball 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.

Dark 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.

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.

Barbarians Fireball 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.

Skeletons Bomber Zap Fireball Dark Prince Barbarians Witch P.E.K.K.A

Shortest cycle

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

9 Skeletons Bomber Zap Fireball

Attack Synergies 2 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.

Skeletons
Bomber
Zap Dark Prince P.E.K.K.A
Zap
Fireball P.E.K.K.A Bomber Dark Prince Witch
Barbarians
Fireball
Zap Dark Prince
Dark Prince
Bomber Zap Fireball Witch
Witch
Zap Dark Prince P.E.K.K.A
P.E.K.K.A
Zap Bomber Witch

Defense Synergies 1 14

Skeletons
Bomber Zap Dark Prince Witch P.E.K.K.A
Bomber
Skeletons Zap Dark Prince P.E.K.K.A
Zap
Fireball Skeletons Bomber Barbarians Dark Prince Witch P.E.K.K.A
Barbarians
Zap
Fireball
Zap Dark Prince
Dark Prince
Skeletons Bomber Zap Fireball Witch
Witch
Skeletons Zap Dark Prince
P.E.K.K.A
Skeletons Bomber Zap

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 Zap Fireball
Barbarians P.E.K.K.A Skeletons Zap Dark Prince Witch
Barbarians Witch P.E.K.K.A Skeletons Bomber Dark Prince
Barbarians Witch P.E.K.K.A Skeletons Dark Prince
Bomber Barbarians Fireball Dark Prince P.E.K.K.A
Fireball Skeletons Bomber Zap Dark Prince
Zap Fireball Witch
Zap Barbarians Fireball P.E.K.K.A
Barbarians Witch P.E.K.K.A Skeletons
Skeletons Bomber Barbarians Dark Prince
Barbarians Witch Skeletons Bomber Zap Fireball Dark Prince
Zap Fireball Witch
Barbarians P.E.K.K.A Skeletons Bomber Zap Fireball Dark Prince Witch
Bomber Fireball Zap Barbarians Dark Prince Witch P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Zap Fireball P.E.K.K.A
Barbarians Skeletons Bomber Fireball Dark Prince Witch P.E.K.K.A
Fireball Bomber Zap Barbarians Dark Prince Witch
Zap Witch Bomber Barbarians Fireball Dark Prince
Barbarians P.E.K.K.A
Bomber Dark Prince Barbarians Fireball 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 Skeletons Zap Fireball Dark Prince Witch P.E.K.K.A
Fireball Bomber Zap
Barbarians P.E.K.K.A Skeletons Zap Dark Prince Witch
Dark Prince P.E.K.K.A Zap Barbarians Fireball
Barbarians P.E.K.K.A Skeletons Dark Prince Witch
Fireball Skeletons Zap Witch
Dark Prince P.E.K.K.A Skeletons Barbarians Fireball Witch
P.E.K.K.A Barbarians Dark Prince
Zap P.E.K.K.A Skeletons Barbarians Fireball Dark Prince Witch
Witch P.E.K.K.A Skeletons Barbarians
P.E.K.K.A Barbarians Dark Prince Witch
P.E.K.K.A Zap Barbarians Fireball Dark Prince
Barbarians Dark Prince P.E.K.K.A Skeletons Fireball Witch
Bomber Barbarians Fireball Witch
Barbarians Witch Skeletons Bomber Zap Fireball Dark Prince P.E.K.K.A
Bomber Zap Barbarians Fireball Dark Prince Witch P.E.K.K.A
Bomber Zap 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 Zap
Fireball
Barbarians Fireball Dark Prince
Bomber Fireball Zap Dark Prince
Fireball Zap Witch
Bomber Witch
Fireball Zap
Fireball Zap
Fireball
Zap Fireball Dark Prince
Fireball Zap
Fireball
Fireball
Zap Fireball
Bomber Zap Fireball Witch
Fireball
Fireball
Bomber
Bomber Zap Fireball Dark Prince
Bomber Zap Fireball Witch
Fireball
Fireball
Zap Barbarians Fireball
Zap Bomber Fireball Dark Prince Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Zap Fireball Witch
Zap Fireball Witch
Fireball
Bomber Zap Fireball
Zap Fireball
P.E.K.K.A
Fireball
Zap Barbarians Fireball Dark Prince Witch
Fireball Zap Witch
Fireball
Fireball Dark Prince
Bomber Zap Fireball
Zap Fireball
Dark Prince P.E.K.K.A
Zap Fireball Witch
Zap Fireball Witch
Zap Fireball Dark Prince Witch
P.E.K.K.A
Fireball

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