My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
Good

2 problems 5 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker Zappies Ice Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Firecracker Goblin Cage Battle Ram Zappies Prince 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.

Missing

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 Battle Ram 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 Battle Ram Prince

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.

Firecracker Elite Barbarians Mini P.E.K.K.A

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
Elite Barbarians Battle Ram Prince
Giant Snowball
Battle Ram Zappies
Zap
Firecracker Battle Ram Zappies Prince
Barbarian Barrel
Firecracker Elite Barbarians Goblin Cage Battle Ram Zappies Ice Wizard
The Log
Firecracker Elite Barbarians Mini P.E.K.K.A Goblin Cage Battle Ram Zappies Prince
Earthquake
Firecracker Goblin Cage Zappies
Arrows
Firecracker Zappies
Royal Delivery
Firecracker Elite Barbarians Mini P.E.K.K.A Goblin Cage Battle Ram Zappies Prince Ice Wizard
Fireball
Firecracker Elite Barbarians Goblin Cage Battle Ram Zappies Ice Wizard
Poison
Firecracker Goblin Cage Zappies Ice Wizard
Lightning
Elite Barbarians Mini P.E.K.K.A Goblin Cage Battle Ram Prince Ice Wizard
Rocket
Elite Barbarians Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Mini P.E.K.K.A Battle Ram Prince Ice Wizard

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Ice Wizard Mini P.E.K.K.A Goblin Cage Battle Ram Zappies Prince Elite Barbarians

Shortest cycle

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

14 Firecracker Ice Wizard Mini P.E.K.K.A Goblin Cage

Attack Synergies 0 13

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.

Firecracker
Elite Barbarians Mini P.E.K.K.A Goblin Cage Battle Ram Zappies Prince
Elite Barbarians
Firecracker Battle Ram Zappies
Mini P.E.K.K.A
Firecracker Ice Wizard
Goblin Cage
Firecracker Battle Ram
Battle Ram
Firecracker Elite Barbarians Goblin Cage Zappies
Zappies
Firecracker Elite Barbarians Battle Ram Prince
Prince
Firecracker Zappies Ice Wizard
Ice Wizard
Mini P.E.K.K.A Prince

Defense Synergies 0 12

Firecracker
Mini P.E.K.K.A Goblin Cage Zappies Prince Ice Wizard
Elite Barbarians
Mini P.E.K.K.A
Mini P.E.K.K.A
Firecracker Elite Barbarians Ice Wizard
Goblin Cage
Firecracker Zappies Prince Ice Wizard
Battle Ram
Zappies
Firecracker Goblin Cage Prince
Prince
Firecracker Goblin Cage Zappies Ice Wizard
Ice Wizard
Firecracker Mini P.E.K.K.A Goblin Cage 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.

Firecracker Goblin Cage Zappies
Elite Barbarians Mini P.E.K.K.A Firecracker Goblin Cage Zappies Prince Ice Wizard
Mini P.E.K.K.A Goblin Cage Prince Elite Barbarians Zappies Ice Wizard
Elite Barbarians Mini P.E.K.K.A Goblin Cage Prince Firecracker Zappies Ice Wizard
Firecracker Elite Barbarians Mini P.E.K.K.A Goblin Cage Prince
Firecracker Zappies Ice Wizard
Firecracker Goblin Cage Zappies Ice Wizard
Goblin Cage
Mini P.E.K.K.A Zappies Elite Barbarians Goblin Cage Prince Ice Wizard
Elite Barbarians Firecracker Mini P.E.K.K.A Zappies Prince Ice Wizard
Ice Wizard Firecracker Zappies
Firecracker Zappies Ice Wizard
Mini P.E.K.K.A Goblin Cage Prince Elite Barbarians Zappies Ice Wizard
Firecracker Mini P.E.K.K.A Goblin Cage Zappies Prince
Elite Barbarians Mini P.E.K.K.A Goblin Cage Zappies Prince
Elite Barbarians Mini P.E.K.K.A Goblin Cage Zappies Prince
Firecracker Elite Barbarians Mini P.E.K.K.A Goblin Cage Zappies Prince
Goblin Cage Firecracker Elite Barbarians Zappies Prince Ice Wizard
Goblin Cage Firecracker Zappies Ice Wizard
Mini P.E.K.K.A Elite Barbarians Goblin Cage Zappies Prince
Firecracker Elite Barbarians Mini P.E.K.K.A Zappies Prince
Elite Barbarians Mini P.E.K.K.A Zappies

Counters to secondary win conditions

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

Mini P.E.K.K.A Elite Barbarians Goblin Cage Zappies Prince
Firecracker Elite Barbarians Mini P.E.K.K.A Prince
Zappies Elite Barbarians Mini P.E.K.K.A Goblin Cage Prince
Mini P.E.K.K.A Prince Elite Barbarians Goblin Cage Zappies
Elite Barbarians Mini P.E.K.K.A Goblin Cage Zappies Prince
Firecracker Zappies Ice Wizard
Mini P.E.K.K.A Prince Elite Barbarians Goblin Cage Zappies Ice Wizard
Mini P.E.K.K.A Elite Barbarians Goblin Cage Zappies Prince
Goblin Cage Firecracker Elite Barbarians Mini P.E.K.K.A Zappies Prince
Goblin Cage Zappies
Elite Barbarians Mini P.E.K.K.A Goblin Cage Zappies Prince
Elite Barbarians Goblin Cage Prince
Elite Barbarians Mini P.E.K.K.A Prince Goblin Cage Zappies
Firecracker Goblin Cage Zappies
Elite Barbarians Zappies Firecracker Mini P.E.K.K.A Goblin Cage Prince
Firecracker Elite Barbarians Mini P.E.K.K.A Goblin Cage Zappies Ice Wizard
Goblin Cage 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.)

Firecracker
Firecracker Ice Wizard
Firecracker Prince
Firecracker
Firecracker Ice Wizard
Firecracker
Firecracker Ice Wizard
Firecracker
Elite Barbarians Mini P.E.K.K.A Prince
Firecracker Prince
Firecracker
Firecracker Elite Barbarians
Firecracker
Firecracker Elite Barbarians Prince
Firecracker
Firecracker
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Prince
Firecracker
Prince
Prince
Firecracker Ice Wizard
Firecracker Ice Wizard
Prince
Firecracker
Elite Barbarians Firecracker Ice Wizard
Firecracker Zappies
Elite Barbarians Mini P.E.K.K.A
Firecracker Zappies
Prince
Firecracker
Zappies Prince
Firecracker Zappies Ice Wizard
Firecracker Mini P.E.K.K.A Prince
Firecracker
Firecracker Elite Barbarians Prince
Firecracker Elite Barbarians Zappies
Firecracker Zappies
Firecracker Prince
Prince
Firecracker

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