My Best Clash Royale Deck

Deck Check Rating

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

2 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!

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 Little Prince

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 Battle Ram Dark Prince P.E.K.K.A Electro Wizard Little Prince

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.

Zap Arrows

Punishments

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

Battle Ram Dark 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.

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

Zap Arrows 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.

Arrows Battle Ram Dark 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Arrows Little Prince Battle Ram Dark Prince Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Arrows Little Prince

Attack Synergies 6 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
Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Dark Prince Little Prince
Arrows
Zap P.E.K.K.A Battle Ram Dark Prince
Battle Ram
Zap Arrows P.E.K.K.A Electro Wizard
Dark Prince
Zap Arrows Electro Wizard Little Prince
P.E.K.K.A
Zap Arrows Electro Wizard Battle Ram
Electro Wizard
Zap P.E.K.K.A Battle Ram Dark Prince
Little Prince
Zap Dark Prince

Defense Synergies 1 16

Skeletons
Zap Dark Prince P.E.K.K.A Electro Wizard Little Prince
Zap
Electro Wizard Skeletons Arrows Dark Prince P.E.K.K.A Little Prince
Arrows
Zap Dark Prince P.E.K.K.A Little Prince
Battle Ram
Dark Prince
Skeletons Zap Arrows Electro Wizard Little Prince
P.E.K.K.A
Skeletons Zap Arrows Electro Wizard
Electro Wizard
Zap Skeletons Dark Prince P.E.K.K.A Little Prince
Little Prince
Skeletons Zap Arrows Dark Prince Electro 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.

Zap Electro Wizard
P.E.K.K.A Skeletons Zap Dark Prince Electro Wizard
P.E.K.K.A Skeletons Dark Prince Electro Wizard
P.E.K.K.A Skeletons Dark Prince Electro Wizard
Arrows Dark Prince P.E.K.K.A
Arrows Skeletons Zap Dark Prince Electro Wizard
Electro Wizard Zap Arrows Little Prince
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons
Skeletons Dark Prince Electro Wizard Little Prince
Electro Wizard Skeletons Zap Arrows Dark Prince
Arrows Zap Electro Wizard
P.E.K.K.A Skeletons Zap Dark Prince Electro Wizard
Zap Arrows Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Skeletons Arrows Dark Prince P.E.K.K.A Electro Wizard
Arrows Zap Dark Prince Electro Wizard Little Prince
Zap Arrows Dark Prince Electro Wizard Little Prince
P.E.K.K.A Electro Wizard
Dark Prince Arrows P.E.K.K.A Electro Wizard Little Prince

Counters to secondary win conditions

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

Skeletons Zap Dark Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows
P.E.K.K.A Skeletons Zap Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Skeletons Dark Prince
Arrows Skeletons Zap Electro Wizard
Dark Prince P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Skeletons Dark Prince
P.E.K.K.A Skeletons
P.E.K.K.A Dark Prince
P.E.K.K.A Zap Arrows Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Skeletons
Electro Wizard Skeletons Zap Dark Prince P.E.K.K.A Little Prince
Arrows Zap Dark Prince P.E.K.K.A Electro Wizard
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
Arrows Zap Electro Wizard
Arrows
Arrows Dark Prince
Zap Arrows Dark Prince
Arrows Zap
Arrows
Arrows Zap
Arrows Zap
Electro Wizard
Zap Arrows Dark Prince Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Zap Arrows Dark Prince Electro Wizard
Zap Arrows Little Prince
Arrows
Zap Arrows
Zap Arrows Dark Prince Little Prince
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Zap Arrows Electro Wizard Little Prince
Zap Electro Wizard
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Dark Prince
Zap Arrows Electro Wizard
Arrows
Dark Prince Electro Wizard
Arrows Zap
Zap Arrows
Dark Prince P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Dark Prince Electro Wizard Little Prince
P.E.K.K.A

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