My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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.

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

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

Punishments

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

Battle Ram Dark Prince Bandit

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 Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Guards 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.

Wizard 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.

Arrows Guards Bandit Battle Ram Dark Prince Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

13 Arrows Guards Bandit Battle Ram

Attack Synergies 3 12

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 Bandit
Battle Ram
Bandit Arrows P.E.K.K.A Electro Wizard
Wizard
Dark Prince P.E.K.K.A Bandit
Guards
Bandit
Dark Prince
Arrows Wizard Bandit Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Battle Ram Wizard
Bandit
Battle Ram Arrows Wizard Guards Dark Prince Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Dark Prince Bandit

Defense Synergies 0 13

Arrows
Dark Prince P.E.K.K.A Bandit
Battle Ram
Wizard
Guards Dark Prince P.E.K.K.A Bandit Electro Wizard
Guards
Wizard Electro Wizard
Dark Prince
Arrows Wizard Bandit Electro Wizard
P.E.K.K.A
Arrows Wizard Electro Wizard
Bandit
Arrows Wizard Dark Prince Electro Wizard
Electro Wizard
Wizard Guards Dark Prince P.E.K.K.A Bandit

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 Electro Wizard
P.E.K.K.A Dark Prince Bandit Electro Wizard
P.E.K.K.A Dark Prince Bandit Electro Wizard
P.E.K.K.A Guards Dark Prince Bandit Electro Wizard
Arrows Dark Prince P.E.K.K.A
Arrows Guards Dark Prince Bandit Electro Wizard
Electro Wizard Arrows Wizard
Arrows P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Guards Dark Prince Bandit Electro Wizard
Guards Electro Wizard Arrows Wizard Dark Prince Bandit
Arrows Wizard Electro Wizard
P.E.K.K.A Wizard Guards Dark Prince Bandit Electro Wizard
Wizard Arrows Guards Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Wizard Arrows Dark Prince P.E.K.K.A Electro Wizard
Arrows Wizard Guards Dark Prince Bandit Electro Wizard
Arrows Wizard Guards Dark Prince Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Dark Prince Arrows Guards P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Guards Dark Prince P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Arrows Wizard
Guards P.E.K.K.A Bandit Dark Prince Electro Wizard
Guards Dark Prince P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Guards Dark Prince Bandit
Arrows Wizard Electro Wizard
Guards Dark Prince P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Dark Prince
P.E.K.K.A Electro Wizard Dark Prince Bandit
P.E.K.K.A Guards
P.E.K.K.A Guards Dark Prince
P.E.K.K.A Arrows Guards Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Wizard Guards Bandit
Wizard
Guards Electro Wizard Dark Prince P.E.K.K.A
Arrows Wizard Dark Prince P.E.K.K.A Electro Wizard
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 Guards Bandit
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows Guards Dark Prince
Wizard Arrows Dark Prince
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard Bandit
Guards Electro Wizard
Arrows Wizard Dark Prince Bandit Electro Wizard
Arrows Wizard
Bandit
Arrows Bandit
Arrows
Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows
Arrows Wizard Dark Prince Bandit Electro Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Dark Prince
Arrows Wizard Bandit Electro Wizard
Arrows Wizard Bandit
Arrows Bandit
Arrows Wizard Electro Wizard
Electro Wizard Wizard Guards
Arrows Wizard Bandit
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Guards Dark Prince Bandit
Arrows Wizard Electro Wizard
Arrows
Wizard Dark Prince Electro Wizard
Arrows Wizard
Arrows
Dark Prince P.E.K.K.A
Guards Electro Wizard
Electro Wizard
Dark Prince Bandit Electro Wizard

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