My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Witch Princess

Defensive buildings

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

X-Bow

Investments

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

Wizard Witch Balloon X-Bow P.E.K.K.A Princess

Offensive cards

Win conditions

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

Balloon X-Bow

Damage spells

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

Rage

Punishments

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

Balloon X-Bow Princess

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 Balloon X-Bow P.E.K.K.A Princess

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.

Balloon

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
Balloon
Giant Snowball
Barbarians Witch Balloon Princess
Zap
Witch Balloon X-Bow Princess
Barbarian Barrel
Barbarians Wizard Witch X-Bow Princess
The Log
Barbarians Witch X-Bow Princess
Earthquake
Barbarians Witch X-Bow
Arrows
Witch Princess
Royal Delivery
Barbarians Wizard Witch Balloon P.E.K.K.A Princess
Fireball
Barbarians Wizard Witch Balloon X-Bow Princess
Poison
Barbarians Wizard Witch Balloon X-Bow Princess
Lightning
Wizard Witch Balloon X-Bow
Rocket
Barbarians Wizard Witch Balloon X-Bow

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Princess

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Princess

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.

Rage P.E.K.K.A Princess

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.

Princess

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Princess Barbarians Wizard Witch Balloon X-Bow P.E.K.K.A

Shortest cycle

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

15 Rage Princess Barbarians Wizard

Attack Synergies 2 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.

Barbarians
Balloon
Wizard
Rage Balloon P.E.K.K.A
Rage
Witch Balloon Wizard
Witch
Rage P.E.K.K.A
Balloon
Rage Barbarians Wizard Princess
X-Bow
P.E.K.K.A
Wizard Witch Princess
Princess
Balloon P.E.K.K.A

Defense Synergies 0 2

Barbarians
Wizard
P.E.K.K.A
Rage
Witch
Balloon
X-Bow
P.E.K.K.A
Wizard Princess
Princess
P.E.K.K.A

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 X-Bow
Barbarians P.E.K.K.A Witch X-Bow
Barbarians Witch P.E.K.K.A
Barbarians Witch P.E.K.K.A
Barbarians X-Bow P.E.K.K.A Princess
X-Bow
Wizard Witch X-Bow Princess
Barbarians X-Bow P.E.K.K.A
Barbarians Witch P.E.K.K.A X-Bow Princess
Barbarians
Barbarians Witch Wizard X-Bow Princess
Wizard Witch Princess
Barbarians P.E.K.K.A Wizard Witch X-Bow
Wizard Barbarians Witch X-Bow P.E.K.K.A Princess
Barbarians P.E.K.K.A X-Bow
Barbarians X-Bow P.E.K.K.A
Barbarians Wizard Witch X-Bow P.E.K.K.A
Barbarians Wizard Witch X-Bow
Wizard Witch Barbarians Princess
Barbarians P.E.K.K.A
Wizard Barbarians Witch P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Witch X-Bow P.E.K.K.A
Wizard X-Bow
Barbarians P.E.K.K.A Witch
P.E.K.K.A Barbarians X-Bow
Barbarians P.E.K.K.A Witch
Wizard Witch Princess
P.E.K.K.A Barbarians Witch
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Witch X-Bow
Witch P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Witch
P.E.K.K.A Barbarians
Barbarians P.E.K.K.A Wizard Witch
Wizard Barbarians Witch Princess
Barbarians Witch X-Bow P.E.K.K.A
Barbarians Wizard Witch P.E.K.K.A Princess

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.)

Princess X-Bow
X-Bow Princess
X-Bow
Barbarians
Wizard
Wizard Witch Princess
Wizard Witch Princess
X-Bow Wizard Princess
Wizard X-Bow
X-Bow
Wizard X-Bow Princess
Wizard Princess
Princess
X-Bow Princess
Princess X-Bow
X-Bow Wizard Witch Princess
Wizard X-Bow Princess
Wizard X-Bow Princess
Wizard Witch X-Bow Princess
X-Bow
Wizard Princess
X-Bow
Barbarians X-Bow
Wizard Witch Princess
Witch
X-Bow Wizard Witch Princess
Wizard Witch X-Bow Princess
X-Bow
Wizard Witch X-Bow Princess
Wizard Witch
Wizard X-Bow
Princess
P.E.K.K.A
Wizard Princess
Barbarians Witch X-Bow Princess
Wizard Witch Princess
Wizard Princess
Wizard Princess
P.E.K.K.A
Witch Princess
Witch Princess
Witch X-Bow Princess
P.E.K.K.A
Wizard

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