My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Ice 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.

Bomber Archers Dark Prince P.E.K.K.A Ice Wizard Goblinstein

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.

Arrows Tornado

Punishments

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

Dark 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.

Dark 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
Bomber Archers Dark Prince
Giant Snowball
Bomber Archers
Zap
Bomber Archers Dark Prince
Barbarian Barrel
Bomber Archers Dark Prince Ice Wizard
The Log
Bomber Archers Dark Prince
Earthquake
Bomber Archers
Arrows
Bomber Archers
Royal Delivery
Bomber Archers Dark Prince P.E.K.K.A Ice Wizard
Fireball
Bomber Archers Ice Wizard
Poison
Bomber Archers Ice Wizard
Lightning
Dark Prince Ice Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Tornado Dark Prince Ice 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.

Arrows Tornado Dark Prince P.E.K.K.A Ice Wizard

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.

Ice 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.

Bomber Archers Arrows Tornado Ice Wizard Dark Prince Goblinstein P.E.K.K.A

Shortest cycle

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

11 Bomber Archers Arrows Tornado

Attack Synergies 2 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.

Bomber
Dark Prince P.E.K.K.A
Archers
Arrows Dark Prince P.E.K.K.A
Arrows
P.E.K.K.A Archers Dark Prince
Tornado
P.E.K.K.A Dark Prince Ice Wizard
Dark Prince
Bomber Archers Arrows Tornado Ice Wizard
P.E.K.K.A
Arrows Tornado Bomber Archers Ice Wizard
Ice Wizard
Tornado Dark Prince P.E.K.K.A
Goblinstein

Defense Synergies 2 14

Bomber
Tornado Dark Prince P.E.K.K.A
Archers
Tornado Dark Prince P.E.K.K.A Ice Wizard
Arrows
Tornado Dark Prince P.E.K.K.A Ice Wizard
Tornado
P.E.K.K.A Ice Wizard Bomber Archers Arrows Dark Prince
Dark Prince
Bomber Archers Arrows Tornado Ice Wizard
P.E.K.K.A
Tornado Bomber Archers Arrows Ice Wizard
Ice Wizard
Tornado Archers Arrows Dark Prince P.E.K.K.A
Goblinstein

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.

Bomber
P.E.K.K.A Dark Prince Ice Wizard
Tornado P.E.K.K.A Bomber Archers Dark Prince Ice Wizard
P.E.K.K.A Dark Prince Ice Wizard
Bomber Arrows Tornado Dark Prince P.E.K.K.A
Arrows Tornado Bomber Archers Dark Prince Ice Wizard
Tornado Archers Arrows Ice Wizard
Arrows P.E.K.K.A
P.E.K.K.A Tornado Ice Wizard
Tornado Bomber Archers Dark Prince Ice Wizard
Archers Ice Wizard Bomber Arrows Tornado Dark Prince
Arrows Archers Tornado Ice Wizard
P.E.K.K.A Bomber Dark Prince Ice Wizard
Bomber Arrows Tornado Dark Prince P.E.K.K.A
P.E.K.K.A
Tornado P.E.K.K.A
Bomber Arrows Tornado Dark Prince P.E.K.K.A
Arrows Bomber Archers Tornado Dark Prince Ice Wizard
Arrows Tornado Bomber Archers Dark Prince Ice Wizard
P.E.K.K.A Tornado
Bomber Dark Prince Archers Arrows P.E.K.K.A

Counters to secondary win conditions

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

Archers Dark Prince P.E.K.K.A
Bomber Archers Arrows
P.E.K.K.A Dark Prince
Dark Prince P.E.K.K.A Tornado
P.E.K.K.A Dark Prince
Arrows Archers Tornado Ice Wizard
Dark Prince P.E.K.K.A Archers Ice Wizard
P.E.K.K.A Dark Prince
P.E.K.K.A Tornado Dark Prince
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Arrows Tornado Dark Prince
Dark Prince P.E.K.K.A
Bomber Archers
Bomber Archers Tornado Dark Prince P.E.K.K.A
Arrows Bomber Archers Dark Prince P.E.K.K.A Ice Wizard
Bomber Arrows Ice Wizard

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
Arrows Tornado Ice Wizard
Arrows
Arrows Dark Prince
Bomber Arrows Dark Prince
Arrows Tornado Ice Wizard
Bomber Archers Arrows Tornado
Arrows Tornado Ice Wizard
Arrows Tornado
Tornado
Arrows Tornado Dark Prince
Archers Arrows Tornado
Arrows
Arrows
Bomber Arrows
Arrows
Arrows Tornado
Bomber
Bomber Archers Arrows Dark Prince
Bomber Arrows Tornado
Arrows Tornado
Tornado
Arrows
Arrows Tornado Bomber Dark Prince Ice Wizard
Arrows Tornado Ice Wizard
Arrows Tornado
Arrows Tornado
Archers Arrows Tornado Ice Wizard
Bomber Arrows
Arrows
P.E.K.K.A
Arrows
Archers Dark Prince
Archers Arrows Tornado Ice Wizard
Arrows
Dark Prince
Arrows Bomber
Arrows Tornado
Dark Prince P.E.K.K.A
Tornado
Tornado
Tornado Dark Prince
P.E.K.K.A

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