My Best Clash Royale Deck

Deck Check Rating

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

6 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Firecracker Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Dark Prince Prince P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows

Punishments

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

Royal Hogs Dark Prince 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.

Barbarians Royal Hogs Dark Prince 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.

Firecracker Royal Hogs Dark Prince

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
Royal Hogs Dark Prince Prince
Giant Snowball
Barbarians Royal Hogs
Zap
Firecracker Inferno Tower Royal Hogs Dark Prince Prince
Barbarian Barrel
Firecracker Barbarians Inferno Tower Royal Hogs Dark Prince
The Log
Firecracker Barbarians Royal Hogs Dark Prince Prince
Earthquake
Firecracker Barbarians Inferno Tower Royal Hogs
Arrows
Firecracker Royal Hogs
Royal Delivery
Firecracker Barbarians Royal Hogs Dark Prince Prince P.E.K.K.A
Fireball
Firecracker Barbarians Inferno Tower Royal Hogs
Poison
Firecracker Barbarians Inferno Tower Royal Hogs
Lightning
Inferno Tower Dark Prince Prince
Rocket
Barbarians Inferno Tower Royal Hogs Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Inferno Tower Dark Prince 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Firecracker Dark Prince Barbarians Inferno Tower Royal Hogs Prince P.E.K.K.A

Shortest cycle

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

15 Arrows Firecracker Dark Prince Barbarians

Attack Synergies 3 7

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
Royal Hogs P.E.K.K.A Dark Prince Prince
Firecracker
Royal Hogs Dark Prince Prince P.E.K.K.A
Barbarians
Inferno Tower
Royal Hogs
Arrows Firecracker Dark Prince
Dark Prince
Prince Arrows Firecracker Royal Hogs
Prince
Dark Prince Arrows Firecracker
P.E.K.K.A
Arrows Firecracker

Defense Synergies 0 12

Arrows
Barbarians Inferno Tower Dark Prince Prince P.E.K.K.A
Firecracker
Inferno Tower Dark Prince Prince P.E.K.K.A
Barbarians
Arrows
Inferno Tower
Arrows Firecracker Dark Prince Prince
Royal Hogs
Dark Prince
Arrows Firecracker Inferno Tower Prince
Prince
Arrows Firecracker Inferno Tower Dark Prince
P.E.K.K.A
Arrows Firecracker

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.

Firecracker Inferno Tower
Barbarians Inferno Tower P.E.K.K.A Firecracker Dark Prince Prince
Barbarians Inferno Tower Prince P.E.K.K.A Dark Prince
Barbarians Inferno Tower Prince P.E.K.K.A Firecracker Dark Prince
Arrows Firecracker Barbarians Dark Prince Prince P.E.K.K.A
Arrows Firecracker Dark Prince
Inferno Tower Arrows Firecracker
Arrows Barbarians Inferno Tower P.E.K.K.A
Barbarians Inferno Tower P.E.K.K.A Prince
Firecracker Barbarians Inferno Tower Dark Prince Prince
Barbarians Arrows Firecracker Dark Prince
Arrows Inferno Tower Firecracker
Barbarians Inferno Tower Prince P.E.K.K.A Dark Prince
Arrows Firecracker Barbarians Dark Prince Prince P.E.K.K.A
Barbarians Inferno Tower P.E.K.K.A Prince
Barbarians Inferno Tower Prince P.E.K.K.A
Barbarians Arrows Firecracker Inferno Tower Dark Prince Prince P.E.K.K.A
Arrows Firecracker Barbarians Dark Prince Prince
Arrows Firecracker Barbarians Dark Prince
Barbarians P.E.K.K.A Inferno Tower Prince
Dark Prince Arrows Firecracker Barbarians Prince P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Inferno Tower Dark Prince Prince P.E.K.K.A
Arrows Firecracker Prince
Barbarians P.E.K.K.A Inferno Tower Dark Prince Prince
Dark Prince Prince P.E.K.K.A Barbarians Inferno Tower
Barbarians Inferno Tower P.E.K.K.A Dark Prince Prince
Arrows Firecracker
Dark Prince Prince P.E.K.K.A Barbarians Inferno Tower
Inferno Tower P.E.K.K.A Barbarians Dark Prince Prince
P.E.K.K.A Firecracker Barbarians Inferno Tower Dark Prince Prince
Inferno Tower P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Inferno Tower Dark Prince Prince
P.E.K.K.A Arrows Barbarians Dark Prince Prince
Barbarians Dark Prince Prince P.E.K.K.A Inferno Tower
Firecracker Barbarians
Barbarians Inferno Tower Firecracker Dark Prince Prince P.E.K.K.A
Arrows Firecracker Barbarians Inferno Tower Dark Prince P.E.K.K.A
Arrows Inferno Tower

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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Barbarians Dark Prince Prince
Arrows Firecracker Dark Prince
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Prince
Firecracker Arrows Dark Prince Prince
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker Prince
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Dark Prince Prince
Arrows Firecracker
Prince
Arrows
Prince
Arrows Barbarians
Arrows Firecracker Dark Prince
Arrows Firecracker
Arrows Prince
Arrows Firecracker
Arrows Firecracker
Firecracker
Arrows
Arrows Firecracker
P.E.K.K.A Prince
Arrows Firecracker
Barbarians Dark Prince Prince
Arrows Firecracker
Arrows
Firecracker Dark Prince Prince
Arrows Firecracker
Arrows
Firecracker Dark Prince Prince P.E.K.K.A
Firecracker
Firecracker
Firecracker Dark Prince Prince
Prince P.E.K.K.A
Firecracker

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