My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!
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 Witch

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.

Knight Battle Ram Wizard Witch Prince P.E.K.K.A

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.

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.

Knight Barbarians Battle Ram Prince 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
Battle Ram Guards Prince
Giant Snowball
Barbarians Battle Ram Guards Witch
Zap
Battle Ram Guards Witch Prince
Barbarian Barrel
Knight Barbarians Battle Ram Wizard Guards Witch
The Log
Barbarians Battle Ram Guards Witch Prince
Earthquake
Barbarians Guards Witch
Arrows
Guards Witch
Royal Delivery
Knight Barbarians Battle Ram Wizard Guards Witch Prince P.E.K.K.A
Fireball
Barbarians Battle Ram Wizard Witch
Poison
Barbarians Wizard Guards Witch
Lightning
Knight Battle Ram Wizard Witch Prince
Rocket
Barbarians Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Knight Battle Ram Guards 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.

Barbarians Wizard Witch

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.

Knight Guards Battle Ram Barbarians Wizard Witch Prince P.E.K.K.A

Shortest cycle

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

15 Knight Guards Battle Ram Barbarians

Attack Synergies 1 9

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.

Knight
Battle Ram Wizard Witch Prince
Barbarians
Battle Ram
Knight Witch P.E.K.K.A
Wizard
Knight Prince P.E.K.K.A
Guards
Witch
Knight Battle Ram Prince P.E.K.K.A
Prince
Knight Wizard Witch
P.E.K.K.A
Battle Ram Wizard Witch

Defense Synergies 0 8

Knight
Wizard Witch
Barbarians
Battle Ram
Wizard
Knight Guards Prince P.E.K.K.A
Guards
Wizard Witch Prince
Witch
Knight Guards Prince
Prince
Wizard Guards Witch
P.E.K.K.A
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.

Knight Wizard
Barbarians P.E.K.K.A Knight Witch Prince
Barbarians Witch Prince P.E.K.K.A Knight
Barbarians Witch Prince P.E.K.K.A Knight Guards
Barbarians Prince P.E.K.K.A
Guards
Wizard Witch
Barbarians P.E.K.K.A
Barbarians Witch P.E.K.K.A Prince
Knight Guards Barbarians Prince
Barbarians Guards Witch Knight Wizard
Wizard Witch
Barbarians Prince P.E.K.K.A Knight Wizard Guards Witch
Wizard Barbarians Guards Witch Prince P.E.K.K.A
Barbarians P.E.K.K.A Knight Prince
Barbarians Prince P.E.K.K.A
Barbarians Wizard Knight Witch Prince P.E.K.K.A
Knight Barbarians Wizard Guards Witch Prince
Wizard Witch Knight Barbarians Guards
Barbarians P.E.K.K.A Prince
Wizard Knight Barbarians Guards Witch Prince 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.

Knight Barbarians Guards Witch Prince P.E.K.K.A
Knight Wizard Prince
Barbarians Guards P.E.K.K.A Knight Witch Prince
Guards Prince P.E.K.K.A Knight Barbarians
Barbarians P.E.K.K.A Knight Guards Witch Prince
Wizard Witch
Guards Prince P.E.K.K.A Knight Barbarians Witch
P.E.K.K.A Knight Barbarians Prince
P.E.K.K.A Knight Barbarians Witch Prince
Witch P.E.K.K.A Barbarians Guards
P.E.K.K.A Knight Barbarians Guards Witch Prince
P.E.K.K.A Barbarians Guards Prince
Barbarians Prince P.E.K.K.A Knight Wizard Guards Witch
Wizard Barbarians Witch
Barbarians Guards Witch Knight Prince P.E.K.K.A
Barbarians Wizard Witch P.E.K.K.A

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.)

Knight Guards
Knight Barbarians Guards Prince
Wizard
Wizard Witch
Wizard Witch
Wizard
Wizard
Guards Prince
Knight Wizard Prince
Wizard
Knight
Prince
Wizard Witch
Wizard
Wizard Prince
Wizard Witch
Prince
Wizard
Prince
Barbarians
Wizard Witch
Witch
Wizard Witch
Wizard Witch Prince
Wizard Witch
Wizard Guards Witch
Wizard
P.E.K.K.A Prince
Wizard
Barbarians Guards Witch Prince
Wizard Witch
Knight Wizard Prince
Wizard
Prince P.E.K.K.A
Guards Witch
Witch
Witch Prince
Prince P.E.K.K.A
Wizard

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