My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 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.

Bats Minions Skeleton Dragons 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.

Bats Skeleton Dragons Wizard Prince P.E.K.K.A

Offensive cards

Win conditions

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

Missing

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.

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 Prince P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Wizard

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.

Bats Skeleton Army 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.

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.

Minions Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Minions Skeleton Army Skeleton Dragons Barbarians Wizard Prince P.E.K.K.A

Shortest cycle

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

12 Bats Minions Skeleton Army Skeleton Dragons

Attack Synergies 0 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.

Bats
Minions Skeleton Dragons Prince P.E.K.K.A
Minions
Bats Prince P.E.K.K.A
Skeleton Dragons
Bats Prince P.E.K.K.A
Barbarians
Wizard
Prince P.E.K.K.A
Skeleton Army
Prince
Bats Minions Skeleton Dragons Wizard
P.E.K.K.A
Bats Minions Skeleton Dragons Wizard

Defense Synergies 0 14

Bats
Minions Prince P.E.K.K.A
Minions
Bats Prince P.E.K.K.A
Skeleton Dragons
Barbarians Skeleton Army Prince P.E.K.K.A
Barbarians
Skeleton Dragons Skeleton Army
Wizard
Skeleton Army Prince P.E.K.K.A
Skeleton Army
Skeleton Dragons Barbarians Wizard Prince
Prince
Bats Minions Skeleton Dragons Wizard Skeleton Army
P.E.K.K.A
Bats Minions Skeleton Dragons 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.

Minions Skeleton Dragons Wizard
Barbarians Skeleton Army P.E.K.K.A Bats Minions Skeleton Dragons Prince
Barbarians Skeleton Army Prince P.E.K.K.A Bats Minions Skeleton Dragons
Barbarians Skeleton Army Prince P.E.K.K.A Bats Minions Skeleton Dragons
Barbarians Skeleton Army Prince P.E.K.K.A
Skeleton Army Bats Minions Skeleton Dragons
Bats Minions Skeleton Dragons Wizard
Skeleton Dragons Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Minions Skeleton Army Prince
Skeleton Army Barbarians Prince
Bats Minions Skeleton Dragons Barbarians Skeleton Army Wizard
Minions Skeleton Dragons Bats Wizard
Barbarians Skeleton Army Prince P.E.K.K.A Bats Minions Skeleton Dragons Wizard
Wizard Skeleton Army Bats Minions Skeleton Dragons Barbarians 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 Bats Minions Skeleton Dragons Skeleton Army Prince P.E.K.K.A
Bats Minions Skeleton Dragons Barbarians Wizard Skeleton Army Prince
Wizard Bats Minions Skeleton Dragons Barbarians
Barbarians P.E.K.K.A Prince
Skeleton Dragons Wizard Skeleton Army Bats Minions Barbarians Prince P.E.K.K.A
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 Prince P.E.K.K.A
Skeleton Dragons Wizard Prince
Barbarians Skeleton Army P.E.K.K.A Bats Minions Prince
Skeleton Army Prince P.E.K.K.A Bats Barbarians
Barbarians P.E.K.K.A Skeleton Army Prince
Skeleton Dragons Wizard Bats Minions
Skeleton Army Prince P.E.K.K.A Bats Minions Barbarians
P.E.K.K.A Barbarians Skeleton Army Prince
P.E.K.K.A Bats Minions Skeleton Dragons Barbarians Skeleton Army Prince
P.E.K.K.A Skeleton Dragons Barbarians Skeleton Army
P.E.K.K.A Bats Minions Barbarians Prince
Skeleton Army P.E.K.K.A Barbarians Prince
Barbarians Skeleton Army Prince P.E.K.K.A Wizard
Wizard Skeleton Dragons Barbarians Skeleton Army
Barbarians Skeleton Army Bats Minions Skeleton Dragons Prince P.E.K.K.A
Bats Minions Skeleton Dragons Barbarians Wizard 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.)

Skeleton Dragons
Skeleton Dragons
Skeleton Dragons
Skeleton Dragons Barbarians Prince
Wizard Skeleton Dragons
Skeleton Dragons Wizard Bats Minions
Skeleton Dragons Wizard
Skeleton Dragons Wizard
Skeleton Dragons Wizard
Bats Minions Prince
Skeleton Dragons Wizard Prince
Skeleton Dragons Wizard
Skeleton Dragons
Minions Skeleton Dragons
Skeleton Dragons Prince
Skeleton Dragons Wizard
Skeleton Dragons Wizard
Bats Minions Skeleton Dragons
Skeleton Dragons Wizard Prince
Skeleton Dragons Wizard
Minions Skeleton Dragons Prince
Skeleton Dragons Wizard
Prince
Skeleton Dragons Barbarians
Skeleton Dragons Wizard
Skeleton Dragons Wizard
Skeleton Dragons Wizard Prince
Skeleton Dragons
Bats Skeleton Dragons Wizard
Bats Minions Skeleton Dragons Wizard
Skeleton Dragons Wizard
Skeleton Dragons
P.E.K.K.A Prince
Wizard
Bats Minions Barbarians Skeleton Army Prince
Skeleton Dragons Wizard
Skeleton Dragons Wizard Prince
Skeleton Dragons Wizard
Skeleton Dragons Prince P.E.K.K.A
Bats Minions Skeleton Dragons
Bats Skeleton Dragons
Prince
Prince P.E.K.K.A
Skeleton Dragons Wizard

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