My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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.

Wizard Baby Dragon

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.

Wizard Baby Dragon Prince P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider 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.

Hog Rider 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.

Hog Rider Baby Dragon 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.

Hog Rider Goblin Barrel Goblin Machine

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
Hog Rider Goblin Barrel Prince
Giant Snowball
Hog Rider Goblin Barrel Baby Dragon
Zap
Goblin Barrel Prince
Barbarian Barrel
Wizard Goblin Barrel
The Log
Hog Rider Goblin Barrel Prince
Earthquake
Hog Rider Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Hog Rider Wizard Goblin Barrel Baby Dragon Prince P.E.K.K.A
Fireball
Hog Rider Wizard Goblin Barrel Baby Dragon
Poison
Wizard
Lightning
Wizard Baby Dragon Prince
Rocket
Hog Rider Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Goblin Machine

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.

Baby Dragon Prince P.E.K.K.A Goblin Machine

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblin Barrel Hog Rider Baby Dragon Wizard Prince Goblin Machine P.E.K.K.A

Shortest cycle

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

11 Mirror Goblin Barrel Hog Rider Baby Dragon

Attack Synergies 2 11

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.

Hog Rider
Wizard Mirror Goblin Barrel Baby Dragon Prince
Wizard
Hog Rider Prince P.E.K.K.A
Mirror
Goblin Barrel Hog Rider
Goblin Barrel
Mirror Prince Hog Rider Baby Dragon P.E.K.K.A
Baby Dragon
Hog Rider Goblin Barrel Prince P.E.K.K.A
Prince
Goblin Barrel Hog Rider Wizard Baby Dragon
P.E.K.K.A
Wizard Goblin Barrel Baby Dragon
Goblin Machine

Defense Synergies 0 4

Hog Rider
Wizard
Prince P.E.K.K.A
Mirror
Goblin Barrel
Baby Dragon
Prince P.E.K.K.A
Prince
Wizard Baby Dragon
P.E.K.K.A
Wizard Baby Dragon
Goblin Machine

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.

Wizard Baby Dragon
P.E.K.K.A Prince
Prince P.E.K.K.A
Prince P.E.K.K.A
Prince P.E.K.K.A
Baby Dragon
Wizard Baby Dragon
Baby Dragon P.E.K.K.A
P.E.K.K.A Prince
Prince
Wizard Baby Dragon
Wizard Baby Dragon
Prince P.E.K.K.A Wizard
Wizard Baby Dragon Prince P.E.K.K.A
P.E.K.K.A Prince
Prince P.E.K.K.A
Wizard Prince P.E.K.K.A
Wizard Baby Dragon Prince
Wizard Baby Dragon
P.E.K.K.A Prince
Wizard Baby Dragon Prince 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
Wizard Baby Dragon Prince
P.E.K.K.A Prince
Prince P.E.K.K.A
P.E.K.K.A Prince
Wizard Baby Dragon
Prince P.E.K.K.A
P.E.K.K.A Prince
P.E.K.K.A Baby Dragon Prince
P.E.K.K.A
P.E.K.K.A Prince
P.E.K.K.A Prince
Prince P.E.K.K.A Wizard
Wizard Baby Dragon
Baby Dragon Prince P.E.K.K.A
Wizard Baby Dragon 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.)

Baby Dragon
Baby Dragon
Baby Dragon
Prince
Wizard Baby Dragon
Wizard Baby Dragon Goblin Machine
Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Prince
Wizard Prince Goblin Machine
Wizard Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Prince
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon Prince Goblin Machine
Wizard Baby Dragon Goblin Machine
Baby Dragon Prince
Wizard
Prince
Baby Dragon
Wizard Baby Dragon Goblin Machine
Wizard Baby Dragon
Wizard Baby Dragon Prince
Baby Dragon
Wizard Baby Dragon
Wizard
Wizard
P.E.K.K.A Prince
Wizard
Prince
Wizard Baby Dragon
Wizard Baby Dragon Prince
Wizard Baby Dragon
Prince P.E.K.K.A
Baby Dragon
Baby Dragon Prince
Prince P.E.K.K.A
Wizard

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