My Best Clash Royale Deck

Deck Check Rating

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

4 problems 2 warnings 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 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Bomber Prince P.E.K.K.A Electro Wizard Goblinstein

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 Arrows

Punishments

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

Prince

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.

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.

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
Bomber Guards Prince
Giant Snowball
Bomber Guards
Zap
Bomber Guards Prince
Barbarian Barrel
Bomber Guards Electro Wizard
The Log
Bomber Guards Prince
Earthquake
Bomber Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Guards Prince P.E.K.K.A Electro Wizard
Fireball
Bomber Electro Wizard
Poison
Bomber Guards Electro Wizard
Lightning
Prince Electro Wizard Goblinstein
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows

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 Guards 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Arrows Guards Electro Wizard Prince Goblinstein P.E.K.K.A

Shortest cycle

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

10 Bomber Zap Arrows Guards

Attack Synergies 7 6

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.

Bomber
Zap Prince P.E.K.K.A
Zap
Arrows Prince P.E.K.K.A Electro Wizard Bomber Guards
Arrows
Zap P.E.K.K.A Prince
Guards
Zap
Prince
Zap Bomber Arrows Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Goblinstein Bomber
Electro Wizard
Zap P.E.K.K.A Prince
Goblinstein
P.E.K.K.A

Defense Synergies 2 14

Bomber
Zap Guards P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bomber Arrows Guards Prince P.E.K.K.A
Arrows
Zap Prince P.E.K.K.A
Guards
Bomber Zap Prince Electro Wizard
Prince
Zap Arrows Guards Electro Wizard
P.E.K.K.A
Goblinstein Bomber Zap Arrows Electro Wizard
Electro Wizard
Zap Bomber Guards Prince P.E.K.K.A
Goblinstein
P.E.K.K.A

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 Electro Wizard
P.E.K.K.A Zap Prince Electro Wizard
Prince P.E.K.K.A Bomber Electro Wizard
Prince P.E.K.K.A Guards Electro Wizard
Bomber Arrows Prince P.E.K.K.A
Arrows Bomber Zap Guards Electro Wizard
Electro Wizard Zap Arrows
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Prince
Guards Bomber Prince Electro Wizard
Guards Electro Wizard Bomber Zap Arrows
Arrows Zap Electro Wizard
Prince P.E.K.K.A Bomber Zap Guards Electro Wizard
Bomber Zap Arrows Guards Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Prince Electro Wizard
Zap Prince P.E.K.K.A Electro Wizard Goblinstein
Bomber Arrows Prince P.E.K.K.A Electro Wizard
Arrows Bomber Zap Guards Prince Electro Wizard
Zap Arrows Bomber Guards Electro Wizard
P.E.K.K.A Prince Electro Wizard
Bomber Arrows Guards Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Guards

Counters to secondary win conditions

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

Guards Zap Prince P.E.K.K.A Electro Wizard
Electro Wizard Bomber Zap Arrows Prince
Guards P.E.K.K.A Zap Prince Electro Wizard
Guards Prince P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Guards Prince
Arrows Goblinstein Zap Electro Wizard
Guards Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Prince
Zap P.E.K.K.A Electro Wizard Goblinstein Prince
P.E.K.K.A Guards
P.E.K.K.A Guards Prince
P.E.K.K.A Zap Arrows Guards Prince Electro Wizard
Prince P.E.K.K.A Guards
Bomber
Guards Electro Wizard Bomber Zap Prince P.E.K.K.A Goblinstein
Arrows Bomber Zap P.E.K.K.A Electro Wizard
Bomber Zap 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 Guards
Arrows Zap Electro Wizard
Arrows
Arrows Guards Prince
Bomber Zap Arrows Goblinstein
Arrows Goblinstein Zap
Bomber Arrows
Arrows Zap
Arrows Zap
Guards Prince Electro Wizard
Zap Arrows Prince Electro Wizard
Zap Arrows
Arrows
Zap Arrows Prince
Bomber Zap Arrows
Arrows
Arrows
Bomber
Bomber Zap Arrows Prince Electro Wizard
Bomber Zap Arrows
Prince
Arrows
Prince
Zap Arrows
Zap Arrows Bomber Goblinstein
Arrows Zap Electro Wizard
Zap Arrows Prince
Zap Arrows
Zap Arrows Electro Wizard
Zap Electro Wizard Guards Goblinstein
Bomber Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A Prince
Arrows
Zap Electro Wizard Guards Prince Goblinstein
Zap Arrows Electro Wizard
Arrows
Prince Electro Wizard
Arrows Bomber Zap
Zap Arrows
Prince P.E.K.K.A
Zap Guards Electro Wizard
Zap Electro Wizard
Zap Prince Electro Wizard
Prince P.E.K.K.A

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