My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Bats Battle Ram Dark Prince P.E.K.K.A Ice Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap

Punishments

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

Battle Ram 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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.

Bats Battle Ram 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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Zap Ice Wizard Battle Ram Dark Prince Barbarians P.E.K.K.A

Shortest cycle

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

9 Bomber Bats Zap Ice Wizard

Attack Synergies 2 14

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
Bats Zap Battle Ram Dark Prince P.E.K.K.A
Bats
Bomber Zap Battle Ram Dark Prince P.E.K.K.A
Zap
Battle Ram P.E.K.K.A Bomber Bats Dark Prince Ice Wizard
Barbarians
Battle Ram
Zap Bomber Bats P.E.K.K.A
Dark Prince
Bomber Bats Zap Ice Wizard
P.E.K.K.A
Zap Bomber Bats Battle Ram Ice Wizard
Ice Wizard
Zap Dark Prince P.E.K.K.A

Defense Synergies 0 14

Bomber
Bats Zap Dark Prince P.E.K.K.A
Bats
Bomber Zap Dark Prince P.E.K.K.A Ice Wizard
Zap
Bomber Bats Barbarians Dark Prince P.E.K.K.A Ice Wizard
Barbarians
Zap
Battle Ram
Dark Prince
Bomber Bats Zap Ice Wizard
P.E.K.K.A
Bomber Bats Zap Ice Wizard
Ice Wizard
Bats Zap Dark Prince 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.

Bomber Zap
Barbarians P.E.K.K.A Bats Zap Dark Prince Ice Wizard
Barbarians P.E.K.K.A Bomber Bats Dark Prince Ice Wizard
Barbarians P.E.K.K.A Bats Dark Prince Ice Wizard
Bomber Barbarians Dark Prince P.E.K.K.A
Bomber Bats Zap Dark Prince Ice Wizard
Bats Zap Ice Wizard
Zap Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Ice Wizard
Bomber Barbarians Dark Prince Ice Wizard
Bats Barbarians Ice Wizard Bomber Zap Dark Prince
Bats Zap Ice Wizard
Barbarians P.E.K.K.A Bomber Bats Zap Dark Prince Ice Wizard
Bomber Bats Zap Barbarians Dark Prince P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Zap P.E.K.K.A
Barbarians Bomber Bats Dark Prince P.E.K.K.A
Bomber Bats Zap Barbarians Dark Prince Ice Wizard
Zap Bomber Bats Barbarians Dark Prince Ice Wizard
Barbarians P.E.K.K.A
Bomber Dark Prince Bats Barbarians 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 Zap Dark Prince P.E.K.K.A
Bomber Zap
Barbarians P.E.K.K.A Bats Zap Dark Prince
Dark Prince P.E.K.K.A Bats Zap Barbarians
Barbarians P.E.K.K.A Dark Prince
Bats Zap Ice Wizard
Dark Prince P.E.K.K.A Bats Barbarians Ice Wizard
P.E.K.K.A Barbarians Dark Prince
Zap P.E.K.K.A Bats Barbarians Dark Prince
P.E.K.K.A Barbarians
P.E.K.K.A Bats Barbarians Dark Prince
P.E.K.K.A Zap Barbarians Dark Prince
Barbarians Dark Prince P.E.K.K.A
Bomber Barbarians
Barbarians Bomber Bats Zap Dark Prince P.E.K.K.A
Bats Bomber Zap Barbarians Dark Prince P.E.K.K.A Ice Wizard
Bomber Zap 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.)

Zap Ice Wizard
Barbarians Dark Prince
Bomber Zap Dark Prince
Bats Zap Ice Wizard
Bomber
Zap Ice Wizard
Zap
Bats
Zap Dark Prince
Zap
Zap
Bomber Zap
Bomber Bats
Bomber Zap Dark Prince
Bomber Zap
Zap Barbarians
Zap Bomber Dark Prince Ice Wizard
Zap Ice Wizard
Zap
Zap
Bats Zap Ice Wizard
Zap Bats
Bomber Zap
Zap
P.E.K.K.A
Zap Bats Barbarians Dark Prince
Zap Ice Wizard
Dark Prince
Bomber Zap
Zap
Dark Prince P.E.K.K.A
Zap Bats
Bats Zap
Zap Dark Prince
P.E.K.K.A

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