My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Electro 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.

Battle Ram Prince P.E.K.K.A Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Rage

Punishments

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

Battle Ram Prince Royal Ghost

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.

Battle Ram Prince P.E.K.K.A Royal Ghost

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.

Royal Ghost Electro Wizard

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
Minions Battle Ram Prince
Giant Snowball
Minions Battle Ram
Zap
Minions Battle Ram Prince
Barbarian Barrel
Battle Ram Royal Ghost Electro Wizard
The Log
Battle Ram Prince
Earthquake
Arrows
Minions
Royal Delivery
Minions Battle Ram Prince P.E.K.K.A Royal Ghost Electro Wizard
Fireball
Minions Battle Ram Electro Wizard
Poison
Minions Electro Wizard
Lightning
Battle Ram Prince Electro Wizard
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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.

Arrows Battle Ram Rage Prince P.E.K.K.A Royal Ghost

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.

Minions Electro 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.

Rage Arrows Minions Royal Ghost Battle Ram Electro Wizard Prince P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Minions Royal Ghost

Attack Synergies 3 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.

Arrows
P.E.K.K.A Battle Ram Prince
Minions
Rage Battle Ram Prince P.E.K.K.A
Battle Ram
Arrows Minions P.E.K.K.A Royal Ghost Electro Wizard
Rage
Minions Prince Electro Wizard
Prince
Arrows Minions Rage Royal Ghost Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Minions Battle Ram
Royal Ghost
Battle Ram Prince Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Rage Prince Royal Ghost

Defense Synergies 0 8

Arrows
Prince P.E.K.K.A
Minions
Prince P.E.K.K.A Electro Wizard
Battle Ram
Rage
Prince
Arrows Minions Electro Wizard
P.E.K.K.A
Arrows Minions Electro Wizard
Royal Ghost
Electro Wizard
Electro Wizard
Minions Prince P.E.K.K.A Royal Ghost

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.

Minions Electro Wizard
P.E.K.K.A Minions Prince Electro Wizard
Prince P.E.K.K.A Minions Electro Wizard
Prince P.E.K.K.A Minions Electro Wizard
Arrows Prince P.E.K.K.A
Arrows Minions Royal Ghost Electro Wizard
Minions Electro Wizard Arrows
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Minions Prince
Prince Royal Ghost Electro Wizard
Minions Electro Wizard Arrows Royal Ghost
Arrows Minions Electro Wizard
Prince P.E.K.K.A Minions Electro Wizard
Arrows Minions Prince P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Prince Electro Wizard
Prince P.E.K.K.A Electro Wizard
Arrows Minions Prince P.E.K.K.A Electro Wizard
Arrows Minions Prince Royal Ghost Electro Wizard
Arrows Minions Royal Ghost Electro Wizard
P.E.K.K.A Prince Electro Wizard
Royal Ghost Arrows Minions Prince P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Prince P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Arrows Prince Royal Ghost
P.E.K.K.A Minions Prince Electro Wizard
Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Prince
Arrows Minions Electro Wizard
Prince P.E.K.K.A Minions Electro Wizard
P.E.K.K.A Prince
P.E.K.K.A Electro Wizard Minions Prince
P.E.K.K.A
P.E.K.K.A Minions Prince
P.E.K.K.A Arrows Prince Electro Wizard
Prince P.E.K.K.A
Electro Wizard Minions Prince P.E.K.K.A
Arrows Minions P.E.K.K.A Royal Ghost Electro Wizard
Arrows Electro Wizard

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.)

Arrows Royal Ghost
Arrows Royal Ghost Electro Wizard
Arrows
Arrows Prince
Arrows
Arrows Minions
Arrows
Arrows
Arrows
Minions Prince Electro Wizard
Arrows Prince Electro Wizard
Arrows
Arrows Minions
Arrows Prince
Arrows
Arrows
Arrows
Minions
Arrows Prince Electro Wizard
Arrows
Minions Prince
Arrows
Prince
Arrows
Arrows
Arrows Royal Ghost Electro Wizard
Arrows Prince
Arrows
Arrows Electro Wizard
Electro Wizard Minions
Arrows
Arrows Electro Wizard
P.E.K.K.A Prince
Arrows
Electro Wizard Minions Prince
Arrows Electro Wizard
Arrows
Prince Electro Wizard
Arrows
Arrows
Prince P.E.K.K.A
Minions Electro Wizard
Electro Wizard
Prince Royal Ghost Electro Wizard
Prince P.E.K.K.A

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