My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archer Queen

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 Dark Prince Archer Queen

Offensive cards

Win conditions

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

Hog Rider

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.

Elite Barbarians Mini P.E.K.K.A Hog Rider 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.

Elite Barbarians Mini P.E.K.K.A Hog Rider Dark Prince Archer Queen

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.

Elite Barbarians Mini P.E.K.K.A Hog Rider 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 Elite Barbarians Hog Rider Guards Dark Prince
Giant Snowball
Bomber Hog Rider Guards
Zap
Bomber Guards Dark Prince
Barbarian Barrel
Bomber Elite Barbarians Guards Dark Prince
The Log
Bomber Elite Barbarians Mini P.E.K.K.A Hog Rider Guards Dark Prince
Earthquake
Bomber Hog Rider Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Elite Barbarians Mini P.E.K.K.A Hog Rider Guards Dark Prince
Fireball
Bomber Elite Barbarians Hog Rider
Poison
Bomber Guards
Lightning
Elite Barbarians Mini P.E.K.K.A Dark Prince Archer Queen
Rocket
Elite Barbarians Hog Rider Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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.

Mini P.E.K.K.A Guards Dark Prince

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.

Elite Barbarians

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 Zap Guards Mini P.E.K.K.A Hog Rider Dark Prince Archer Queen Elite Barbarians

Shortest cycle

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

11 Bomber Zap Guards Mini P.E.K.K.A

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
Zap Elite Barbarians Mini P.E.K.K.A Hog Rider Dark Prince
Zap
Elite Barbarians Hog Rider Bomber Mini P.E.K.K.A Guards Dark Prince
Elite Barbarians
Zap Bomber Hog Rider
Mini P.E.K.K.A
Bomber Zap Hog Rider Dark Prince
Hog Rider
Zap Bomber Elite Barbarians Mini P.E.K.K.A Guards Dark Prince Archer Queen
Guards
Zap Hog Rider
Dark Prince
Bomber Zap Mini P.E.K.K.A Hog Rider
Archer Queen
Hog Rider

Defense Synergies 2 12

Bomber
Zap Mini P.E.K.K.A Guards Dark Prince
Zap
Mini P.E.K.K.A Bomber Elite Barbarians Guards Dark Prince Archer Queen
Elite Barbarians
Dark Prince Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Bomber Elite Barbarians Guards
Hog Rider
Guards
Bomber Zap Mini P.E.K.K.A Archer Queen
Dark Prince
Elite Barbarians Bomber Zap Archer Queen
Archer Queen
Zap Guards Dark Prince

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
Elite Barbarians Mini P.E.K.K.A Zap Dark Prince
Mini P.E.K.K.A Bomber Elite Barbarians Dark Prince
Elite Barbarians Mini P.E.K.K.A Guards Dark Prince
Bomber Elite Barbarians Mini P.E.K.K.A Dark Prince
Bomber Zap Guards Dark Prince
Zap
Zap
Mini P.E.K.K.A Elite Barbarians Archer Queen
Elite Barbarians Guards Bomber Mini P.E.K.K.A Dark Prince
Guards Bomber Zap Dark Prince
Zap
Mini P.E.K.K.A Bomber Zap Elite Barbarians Guards Dark Prince
Bomber Zap Mini P.E.K.K.A Guards Dark Prince
Elite Barbarians Mini P.E.K.K.A
Zap Elite Barbarians Mini P.E.K.K.A
Bomber Elite Barbarians Mini P.E.K.K.A Dark Prince
Bomber Zap Elite Barbarians Guards Dark Prince
Zap Bomber Guards Dark Prince
Mini P.E.K.K.A Elite Barbarians
Bomber Dark Prince Elite Barbarians Mini P.E.K.K.A Guards
Elite Barbarians Mini P.E.K.K.A Guards Archer Queen

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap Elite Barbarians Dark Prince
Bomber Zap Elite Barbarians Mini P.E.K.K.A
Guards Zap Elite Barbarians Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Guards Dark Prince Zap Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Guards Dark Prince
Zap
Mini P.E.K.K.A Guards Dark Prince Elite Barbarians
Mini P.E.K.K.A Elite Barbarians Dark Prince
Zap Elite Barbarians Mini P.E.K.K.A Dark Prince
Guards
Elite Barbarians Mini P.E.K.K.A Guards Dark Prince
Zap Elite Barbarians Guards Dark Prince Archer Queen
Elite Barbarians Mini P.E.K.K.A Dark Prince Guards
Bomber
Elite Barbarians Guards Bomber Zap Mini P.E.K.K.A Dark Prince Archer Queen
Bomber Zap Elite Barbarians Mini P.E.K.K.A Dark Prince Archer Queen
Bomber Zap

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.)

Guards
Zap
Guards Dark Prince
Bomber Zap Dark Prince
Zap
Bomber
Zap
Zap
Elite Barbarians Mini P.E.K.K.A Guards
Zap Dark Prince
Zap Archer Queen
Elite Barbarians
Zap Elite Barbarians
Bomber Zap
Bomber Mini P.E.K.K.A
Bomber Zap Mini P.E.K.K.A Dark Prince
Bomber Zap
Zap
Zap Bomber Dark Prince
Zap
Zap
Zap
Elite Barbarians Zap
Zap Guards
Elite Barbarians Mini P.E.K.K.A
Bomber Zap
Zap
Zap Guards Dark Prince
Zap Archer Queen
Mini P.E.K.K.A Dark Prince
Bomber Zap
Zap Archer Queen
Elite Barbarians Dark Prince Archer Queen
Zap Elite Barbarians Guards Archer Queen
Zap Archer Queen
Zap Dark Prince Archer Queen

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