My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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!
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.

Phoenix

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 Dark Prince P.E.K.K.A Phoenix Golden Knight

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 Dark Prince Golden Knight

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.

Barbarians Battle Ram Dark Prince P.E.K.K.A Phoenix

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 Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

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 Rage 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.

Barbarians

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.

Rage Arrows Battle Ram Dark Prince Phoenix Golden Knight Barbarians P.E.K.K.A

Shortest cycle

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

13 Rage Arrows Battle Ram Dark Prince

Attack Synergies 1 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.

Arrows
P.E.K.K.A Battle Ram Dark Prince Phoenix
Barbarians
Battle Ram
Arrows P.E.K.K.A Golden Knight
Rage
Dark Prince Phoenix Golden Knight
Dark Prince
Arrows Rage
P.E.K.K.A
Arrows Battle Ram
Phoenix
Arrows Rage
Golden Knight
Battle Ram Rage

Defense Synergies 0 5

Arrows
Barbarians Dark Prince P.E.K.K.A Phoenix Golden Knight
Barbarians
Arrows
Battle Ram
Rage
Dark Prince
Arrows
P.E.K.K.A
Arrows
Phoenix
Arrows
Golden Knight
Arrows

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.

Golden Knight
Barbarians P.E.K.K.A Dark Prince Phoenix
Barbarians P.E.K.K.A Dark Prince
Barbarians P.E.K.K.A Dark Prince Phoenix
Arrows Barbarians Dark Prince P.E.K.K.A
Arrows Dark Prince
Arrows Phoenix
Arrows Barbarians P.E.K.K.A Phoenix Golden Knight
Barbarians P.E.K.K.A Phoenix
Barbarians Dark Prince Phoenix
Barbarians Arrows Dark Prince
Arrows Phoenix
Barbarians P.E.K.K.A Dark Prince
Arrows Barbarians Dark Prince P.E.K.K.A Golden Knight
Barbarians P.E.K.K.A Phoenix
Barbarians P.E.K.K.A
Barbarians Arrows Dark Prince P.E.K.K.A
Arrows Barbarians Dark Prince Golden Knight
Arrows Barbarians Dark Prince
Barbarians P.E.K.K.A Phoenix
Dark Prince Arrows Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Dark Prince P.E.K.K.A
Arrows Phoenix
Barbarians P.E.K.K.A Dark Prince Golden Knight
Dark Prince P.E.K.K.A Barbarians Phoenix
Barbarians P.E.K.K.A Dark Prince Phoenix
Arrows
Dark Prince P.E.K.K.A Barbarians Phoenix
P.E.K.K.A Barbarians Dark Prince Phoenix
P.E.K.K.A Barbarians Dark Prince Phoenix
P.E.K.K.A Barbarians Phoenix
P.E.K.K.A Barbarians Dark Prince Phoenix Golden Knight
P.E.K.K.A Arrows Barbarians Dark Prince Phoenix
Barbarians Dark Prince P.E.K.K.A Golden Knight
Barbarians
Barbarians Phoenix Dark Prince P.E.K.K.A Golden Knight
Arrows Barbarians Dark Prince P.E.K.K.A Phoenix Golden Knight
Arrows

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 Golden Knight
Arrows Golden Knight
Arrows
Arrows Barbarians Dark Prince
Arrows Dark Prince
Arrows
Arrows
Arrows
Arrows Golden Knight
Arrows Dark Prince Golden Knight
Arrows
Golden Knight
Arrows
Arrows
Arrows Golden Knight
Arrows
Arrows
Arrows Dark Prince
Arrows Golden Knight
Arrows
Arrows Barbarians
Arrows Dark Prince
Arrows Golden Knight
Arrows Golden Knight
Arrows Golden Knight
Arrows
Arrows
Arrows
P.E.K.K.A
Arrows
Barbarians Dark Prince
Arrows
Arrows
Dark Prince
Arrows
Arrows
Dark Prince P.E.K.K.A
Golden Knight
Dark Prince Golden Knight
P.E.K.K.A

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