My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Wizard Witch

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.

Royal Giant Wizard Dark Prince Witch 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 Giant

Damage spells

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

Missing

Punishments

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

Royal Giant 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 Giant 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.

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 Giant Skeleton Army Dark Prince Prince
Giant Snowball
Barbarians Skeleton Army Witch
Zap
Royal Giant Skeleton Army Dark Prince Witch Prince
Barbarian Barrel
Barbarians Wizard Skeleton Army Dark Prince Witch
The Log
Barbarians Royal Giant Skeleton Army Dark Prince Witch Prince
Earthquake
Barbarians Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Barbarians Wizard Skeleton Army Dark Prince Witch Prince P.E.K.K.A
Fireball
Barbarians Wizard Skeleton Army Witch
Poison
Barbarians Wizard Skeleton Army Witch
Lightning
Wizard Dark Prince Witch Prince
Rocket
Barbarians Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Dark Prince Prince P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Skeleton Army

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 Wizard Witch

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.

Skeleton Army Dark Prince Barbarians Wizard Witch Prince Royal Giant P.E.K.K.A

Shortest cycle

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

17 Skeleton Army Dark Prince Barbarians Wizard

Attack Synergies 1 9

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.

Barbarians
Royal Giant
Wizard Dark Prince Witch
Wizard
Royal Giant Dark Prince Prince P.E.K.K.A
Skeleton Army
Dark Prince
Prince Royal Giant Wizard Witch
Witch
Royal Giant Dark Prince Prince P.E.K.K.A
Prince
Dark Prince Wizard Witch
P.E.K.K.A
Wizard Witch

Defense Synergies 0 9

Barbarians
Skeleton Army
Royal Giant
Wizard
Skeleton Army Dark Prince Prince P.E.K.K.A
Skeleton Army
Barbarians Wizard Prince
Dark Prince
Wizard Witch Prince
Witch
Dark Prince Prince
Prince
Wizard Skeleton Army Dark Prince Witch
P.E.K.K.A
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.

Wizard
Barbarians Skeleton Army P.E.K.K.A Dark Prince Witch Prince
Barbarians Skeleton Army Witch Prince P.E.K.K.A Dark Prince
Barbarians Skeleton Army Witch Prince P.E.K.K.A Dark Prince
Barbarians Skeleton Army Dark Prince Prince P.E.K.K.A
Skeleton Army Dark Prince
Wizard Witch
Barbarians P.E.K.K.A
Barbarians Witch P.E.K.K.A Skeleton Army Prince
Skeleton Army Barbarians Dark Prince Prince
Barbarians Skeleton Army Witch Wizard Dark Prince
Wizard Witch
Barbarians Skeleton Army Prince P.E.K.K.A Wizard Dark Prince Witch
Wizard Skeleton Army Barbarians Dark Prince Witch Prince P.E.K.K.A
Barbarians Skeleton Army P.E.K.K.A Prince
Barbarians Skeleton Army Prince P.E.K.K.A
Barbarians Wizard Skeleton Army Dark Prince Witch Prince P.E.K.K.A
Barbarians Wizard Skeleton Army Dark Prince Witch Prince
Wizard Witch Barbarians Dark Prince
Barbarians P.E.K.K.A Prince
Wizard Skeleton Army Dark Prince Barbarians Witch 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 Skeleton Army Dark Prince Witch Prince P.E.K.K.A
Wizard Prince
Barbarians Skeleton Army P.E.K.K.A Dark Prince Witch Prince
Skeleton Army Dark Prince Prince P.E.K.K.A Barbarians
Barbarians P.E.K.K.A Skeleton Army Dark Prince Witch Prince
Wizard Witch
Skeleton Army Dark Prince Prince P.E.K.K.A Barbarians Witch
P.E.K.K.A Barbarians Skeleton Army Dark Prince Prince
P.E.K.K.A Barbarians Skeleton Army Dark Prince Witch Prince
Witch P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Barbarians Dark Prince Witch Prince
Skeleton Army P.E.K.K.A Barbarians Dark Prince Prince
Barbarians Skeleton Army Dark Prince Prince P.E.K.K.A Wizard Witch
Wizard Barbarians Skeleton Army Witch
Barbarians Skeleton Army Witch Dark Prince Prince P.E.K.K.A
Barbarians Wizard Dark Prince Witch P.E.K.K.A

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.)

Barbarians Dark Prince Prince
Wizard Dark Prince
Wizard Witch
Wizard Witch
Wizard
Wizard
Prince
Wizard Dark Prince Prince
Wizard
Prince
Wizard Witch
Wizard
Wizard Dark Prince Prince
Wizard Witch
Prince
Wizard
Prince
Barbarians
Wizard Dark Prince Witch
Witch
Wizard Witch
Wizard Witch Prince
Wizard Witch
Wizard Witch
Wizard
P.E.K.K.A Prince
Wizard
Barbarians Skeleton Army Dark Prince Witch Prince
Wizard Witch
Wizard Dark Prince Prince
Wizard
Dark Prince Prince P.E.K.K.A
Witch
Witch
Dark Prince Witch Prince
Prince P.E.K.K.A
Wizard

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