My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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!
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!
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.

Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Bomber Tesla Elixir Golem Wizard Dark Prince P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem Goblin Barrel

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.

Elixir Golem Goblin Barrel Dark Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem Battle Healer 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.

Goblin Barrel 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 Elixir Golem Goblin Barrel Dark Prince
Giant Snowball
Bomber Goblin Barrel
Zap
Bomber Goblin Barrel Dark Prince
Barbarian Barrel
Bomber Tesla Elixir Golem Wizard Goblin Barrel Dark Prince
The Log
Bomber Elixir Golem Goblin Barrel Dark Prince
Earthquake
Bomber Tesla Elixir Golem Goblin Barrel
Arrows
Bomber Goblin Barrel
Royal Delivery
Bomber Elixir Golem Battle Healer Wizard Goblin Barrel Dark Prince P.E.K.K.A
Fireball
Bomber Tesla Elixir Golem Battle Healer Wizard Goblin Barrel
Poison
Bomber Elixir Golem Battle Healer Wizard
Lightning
Tesla Battle Healer Wizard Dark Prince
Rocket
Battle Healer Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Elixir Golem Battle Healer Dark 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.

Goblin Barrel

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 Goblin Barrel

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 Elixir Golem Goblin Barrel Tesla Battle Healer Dark Prince Wizard P.E.K.K.A

Shortest cycle

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

12 Bomber Elixir Golem Goblin Barrel Tesla

Attack Synergies 2 11

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
Elixir Golem Battle Healer Dark Prince P.E.K.K.A
Tesla
Elixir Golem
Battle Healer Bomber Wizard Goblin Barrel
Battle Healer
Elixir Golem Bomber Goblin Barrel Dark Prince
Wizard
Elixir Golem Dark Prince P.E.K.K.A
Goblin Barrel
Dark Prince Elixir Golem Battle Healer P.E.K.K.A
Dark Prince
Goblin Barrel Bomber Battle Healer Wizard
P.E.K.K.A
Bomber Wizard Goblin Barrel

Defense Synergies 0 9

Bomber
Tesla Dark Prince P.E.K.K.A
Tesla
Bomber Battle Healer Wizard Dark Prince
Elixir Golem
Battle Healer
Tesla Dark Prince
Wizard
Tesla Dark Prince P.E.K.K.A
Goblin Barrel
Dark Prince
Bomber Tesla Battle Healer Wizard
P.E.K.K.A
Bomber 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 Tesla Wizard
P.E.K.K.A Tesla Battle Healer Dark Prince
Tesla P.E.K.K.A Bomber Dark Prince
Tesla P.E.K.K.A Dark Prince
Bomber Battle Healer Dark Prince P.E.K.K.A
Bomber Tesla Dark Prince
Tesla Wizard
Tesla Battle Healer P.E.K.K.A
Tesla P.E.K.K.A
Bomber Tesla Battle Healer Dark Prince
Bomber Tesla Wizard Dark Prince
Tesla Wizard
Tesla P.E.K.K.A Bomber Battle Healer Wizard Dark Prince
Bomber Wizard Tesla Dark Prince P.E.K.K.A
P.E.K.K.A Tesla
Tesla P.E.K.K.A
Tesla Wizard Bomber Dark Prince P.E.K.K.A
Tesla Bomber Battle Healer Wizard Dark Prince
Wizard Bomber Tesla Battle Healer Dark Prince
P.E.K.K.A Tesla
Bomber Wizard Dark Prince Tesla Battle Healer P.E.K.K.A
P.E.K.K.A Tesla

Counters to secondary win conditions

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

Tesla Battle Healer Dark Prince P.E.K.K.A
Bomber Tesla Battle Healer Wizard
P.E.K.K.A Battle Healer Dark Prince
Dark Prince P.E.K.K.A Tesla Battle Healer
P.E.K.K.A Tesla Battle Healer Dark Prince
Wizard Tesla
Dark Prince P.E.K.K.A Tesla Battle Healer
P.E.K.K.A Tesla Battle Healer Dark Prince
P.E.K.K.A Dark Prince
P.E.K.K.A Tesla
P.E.K.K.A Tesla Dark Prince
P.E.K.K.A Dark Prince
Dark Prince P.E.K.K.A Tesla Wizard
Wizard Bomber Tesla
Tesla Bomber Battle Healer Dark Prince P.E.K.K.A
Bomber Tesla Battle Healer Wizard Dark Prince P.E.K.K.A
Bomber

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.)

Dark Prince
Bomber Wizard Dark Prince
Wizard
Bomber Wizard
Wizard
Wizard
Wizard Dark Prince
Wizard
Bomber Wizard
Wizard
Bomber
Bomber Wizard Dark Prince
Bomber Wizard
Wizard
Bomber Wizard Dark Prince
Wizard
Wizard
Wizard
Wizard
Bomber Wizard
P.E.K.K.A
Wizard
Dark Prince
Wizard
Wizard Dark Prince
Bomber Wizard
Dark Prince P.E.K.K.A
Dark Prince
P.E.K.K.A
Wizard

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