My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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!
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 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

Defensive buildings

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

Tombstone

Investments

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

Bomber Tombstone Wizard Dark Prince 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.

Arrows

Punishments

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Wizard Dark Prince

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 Tombstone Guards Dark Prince Prince 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Tombstone Guards Dark Prince Wizard Prince P.E.K.K.A

Shortest cycle

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

11 Bomber Arrows Tombstone Guards

Attack Synergies 2 8

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 Prince P.E.K.K.A
Arrows
P.E.K.K.A Dark Prince Prince
Tombstone
Wizard
Dark Prince Prince P.E.K.K.A
Guards
Dark Prince
Prince Bomber Arrows Wizard
Prince
Dark Prince Bomber Arrows Wizard
P.E.K.K.A
Arrows Bomber Wizard

Defense Synergies 0 17

Bomber
Tombstone Guards Dark Prince P.E.K.K.A
Arrows
Tombstone Dark Prince Prince P.E.K.K.A
Tombstone
Bomber Arrows Wizard Guards Prince
Wizard
Tombstone Guards Dark Prince Prince P.E.K.K.A
Guards
Bomber Tombstone Wizard Prince
Dark Prince
Bomber Arrows Wizard Prince
Prince
Arrows Tombstone Wizard Guards Dark Prince
P.E.K.K.A
Bomber Arrows 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.

Bomber Tombstone Wizard
P.E.K.K.A Tombstone Dark Prince Prince
Prince P.E.K.K.A Bomber Tombstone Dark Prince
Prince P.E.K.K.A Tombstone Guards Dark Prince
Bomber Arrows Tombstone Dark Prince Prince P.E.K.K.A
Arrows Bomber Guards Dark Prince
Arrows Tombstone Wizard
Arrows P.E.K.K.A
P.E.K.K.A Tombstone Prince
Guards Bomber Dark Prince Prince
Guards Bomber Arrows Tombstone Wizard Dark Prince
Arrows Wizard
Tombstone Prince P.E.K.K.A Bomber Wizard Guards Dark Prince
Bomber Wizard Arrows Tombstone Guards Dark Prince Prince P.E.K.K.A
P.E.K.K.A Tombstone Prince
Prince P.E.K.K.A
Wizard Bomber Arrows Tombstone Dark Prince Prince P.E.K.K.A
Arrows Tombstone Bomber Wizard Guards Dark Prince Prince
Arrows Wizard Bomber Tombstone Guards Dark Prince
P.E.K.K.A Prince
Bomber Wizard Dark Prince Arrows Guards Prince P.E.K.K.A
P.E.K.K.A Tombstone

Counters to secondary win conditions

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

Guards Tombstone Dark Prince Prince P.E.K.K.A
Bomber Arrows Wizard Prince
Tombstone Guards P.E.K.K.A Dark Prince Prince
Guards Dark Prince Prince P.E.K.K.A
P.E.K.K.A Tombstone Guards Dark Prince Prince
Arrows Wizard
Guards Dark Prince Prince P.E.K.K.A Tombstone
P.E.K.K.A Dark Prince Prince
P.E.K.K.A Tombstone Dark Prince Prince
P.E.K.K.A Tombstone Guards
P.E.K.K.A Tombstone Guards Dark Prince Prince
P.E.K.K.A Arrows Guards Dark Prince Prince
Dark Prince Prince P.E.K.K.A Tombstone Wizard Guards
Wizard Bomber
Tombstone Guards Bomber Dark Prince Prince P.E.K.K.A
Arrows Bomber Wizard Dark Prince P.E.K.K.A
Bomber Arrows Tombstone

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 Guards
Arrows
Arrows
Arrows Guards Dark Prince Prince
Bomber Wizard Arrows Dark Prince
Arrows Wizard
Bomber Arrows Wizard
Arrows Wizard
Arrows Wizard
Guards Prince
Arrows Wizard Dark Prince Prince
Arrows Wizard
Arrows
Arrows Prince
Bomber Arrows Wizard
Arrows Wizard
Arrows
Bomber
Bomber Arrows Wizard Dark Prince Prince
Bomber Arrows Wizard
Prince
Arrows Wizard
Prince
Arrows
Arrows Bomber Wizard Dark Prince
Arrows Wizard
Arrows Wizard Prince
Arrows
Arrows Wizard
Wizard Guards
Bomber Arrows Wizard
Arrows
P.E.K.K.A Prince
Arrows Wizard
Tombstone Guards Dark Prince Prince
Arrows Wizard
Arrows
Wizard Dark Prince Prince
Arrows Bomber Wizard
Arrows
Dark Prince Prince P.E.K.K.A
Guards
Dark Prince Prince
Prince P.E.K.K.A
Wizard

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