My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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

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 Void Freeze

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.

Void

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince Freeze

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 Freeze 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

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 Void Bandit Battle Ram Dark Prince Freeze Wizard P.E.K.K.A

Shortest cycle

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

13 Arrows Void Bandit Battle Ram

Attack Synergies 3 10

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
Void P.E.K.K.A Battle Ram Dark Prince Freeze Bandit
Battle Ram
Bandit Arrows Freeze P.E.K.K.A
Wizard
Dark Prince P.E.K.K.A Bandit
Void
Arrows
Dark Prince
Arrows Wizard Bandit
Freeze
Arrows Battle Ram
P.E.K.K.A
Arrows Battle Ram Wizard
Bandit
Battle Ram Arrows Wizard Dark Prince

Defense Synergies 1 8

Arrows
Void Dark Prince P.E.K.K.A Bandit
Battle Ram
Wizard
Dark Prince Freeze P.E.K.K.A Bandit
Void
Arrows
Dark Prince
Arrows Wizard Bandit
Freeze
Wizard
P.E.K.K.A
Arrows Wizard
Bandit
Arrows Wizard Dark Prince

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 Void
P.E.K.K.A Dark Prince Bandit
P.E.K.K.A Void Dark Prince Freeze Bandit
P.E.K.K.A Dark Prince Bandit
Arrows Dark Prince P.E.K.K.A
Arrows Freeze Dark Prince Bandit
Arrows Wizard Void Freeze
Arrows Void P.E.K.K.A Bandit
P.E.K.K.A
Dark Prince Bandit
Arrows Wizard Dark Prince Freeze Bandit
Arrows Wizard
P.E.K.K.A Wizard Dark Prince Freeze Bandit
Wizard Arrows Dark Prince Freeze P.E.K.K.A
P.E.K.K.A Bandit
Freeze P.E.K.K.A Bandit
Wizard Arrows Dark Prince P.E.K.K.A
Arrows Wizard Dark Prince Bandit
Arrows Wizard Freeze Dark Prince Bandit
P.E.K.K.A
Wizard Dark Prince Arrows P.E.K.K.A Bandit

Counters to secondary win conditions

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

Void Dark Prince P.E.K.K.A Bandit
Void Bandit Arrows Wizard
P.E.K.K.A Bandit Dark Prince
Dark Prince P.E.K.K.A Bandit
P.E.K.K.A Dark Prince Bandit
Arrows Wizard Freeze
Dark Prince P.E.K.K.A Void Bandit
P.E.K.K.A Dark Prince
Void Freeze P.E.K.K.A Dark Prince Bandit
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Arrows Void Dark Prince
Dark Prince P.E.K.K.A Wizard Bandit
Wizard
Dark Prince Freeze P.E.K.K.A
Arrows Wizard Dark Prince Freeze P.E.K.K.A
Arrows Void

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.)

Void Arrows Freeze Bandit
Arrows Void Bandit
Arrows Void Bandit
Arrows Void Dark Prince Freeze
Wizard Arrows Dark Prince
Arrows Wizard Freeze
Arrows Wizard
Arrows Wizard Freeze
Arrows Void Wizard Bandit
Void
Void Arrows Wizard Dark Prince Bandit
Void Arrows Wizard
Void Bandit
Arrows Void Freeze Bandit
Arrows
Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows Freeze
Void Arrows Wizard Dark Prince Bandit
Arrows Wizard Void
Void
Arrows Wizard Void
Void
Arrows Void
Arrows Freeze Wizard Dark Prince
Arrows Void Wizard Bandit
Void Arrows Wizard Bandit
Void Arrows Bandit
Arrows Wizard Void
Wizard Void Freeze
Void
Void Arrows Wizard Bandit
Void Arrows Freeze
P.E.K.K.A
Arrows Wizard
Void Dark Prince Freeze Bandit
Arrows Wizard
Freeze
Arrows
Void Wizard Dark Prince
Arrows Wizard
Void Arrows
Dark Prince P.E.K.K.A
Freeze
Void
Void Dark Prince Freeze Bandit
P.E.K.K.A
Wizard Void
Void

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