My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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 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 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.

Baby Dragon

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.

Baby Dragon Dark Prince Balloon

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel Balloon

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.

Mini P.E.K.K.A Royal Hogs Goblin Barrel Dark Prince Balloon

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.

Mini P.E.K.K.A Royal Hogs Baby Dragon Dark Prince Balloon

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.

Mini P.E.K.K.A Royal Hogs Goblin Barrel Dark Prince Balloon

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
Royal Hogs Goblin Barrel Guards Skeleton Army Dark Prince Balloon
Giant Snowball
Royal Hogs Goblin Barrel Guards Skeleton Army Baby Dragon Balloon
Zap
Royal Hogs Goblin Barrel Guards Skeleton Army Dark Prince Balloon
Barbarian Barrel
Royal Hogs Goblin Barrel Guards Skeleton Army Dark Prince
The Log
Mini P.E.K.K.A Royal Hogs Goblin Barrel Guards Skeleton Army Dark Prince
Earthquake
Royal Hogs Goblin Barrel Guards Skeleton Army
Arrows
Royal Hogs Goblin Barrel Guards Skeleton Army
Royal Delivery
Mini P.E.K.K.A Royal Hogs Goblin Barrel Guards Skeleton Army Baby Dragon Dark Prince Balloon
Fireball
Royal Hogs Goblin Barrel Skeleton Army Baby Dragon Balloon
Poison
Royal Hogs Guards Skeleton Army Balloon
Lightning
Mini P.E.K.K.A Baby Dragon Dark Prince Balloon
Rocket
Royal Hogs Balloon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Dark Prince

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 Guards Skeleton Army Baby Dragon 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.

Goblin Barrel Skeleton Army

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Barrel Guards Skeleton Army Mini P.E.K.K.A Baby Dragon Dark Prince Royal Hogs Balloon

Shortest cycle

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

13 Goblin Barrel Guards Skeleton Army Mini P.E.K.K.A

Attack Synergies 1 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.

Mini P.E.K.K.A
Royal Hogs Baby Dragon Dark Prince
Royal Hogs
Mini P.E.K.K.A Goblin Barrel Guards Dark Prince
Goblin Barrel
Dark Prince Royal Hogs Guards Skeleton Army Baby Dragon Balloon
Guards
Royal Hogs Goblin Barrel
Skeleton Army
Goblin Barrel
Baby Dragon
Mini P.E.K.K.A Goblin Barrel Dark Prince Balloon
Dark Prince
Goblin Barrel Mini P.E.K.K.A Royal Hogs Baby Dragon Balloon
Balloon
Goblin Barrel Baby Dragon Dark Prince

Defense Synergies 0 6

Mini P.E.K.K.A
Guards Skeleton Army Baby Dragon
Royal Hogs
Goblin Barrel
Guards
Mini P.E.K.K.A Skeleton Army Baby Dragon
Skeleton Army
Mini P.E.K.K.A Guards
Baby Dragon
Mini P.E.K.K.A Guards Dark Prince
Dark Prince
Baby Dragon
Balloon

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.

Baby Dragon
Mini P.E.K.K.A Skeleton Army Dark Prince
Mini P.E.K.K.A Skeleton Army Dark Prince
Mini P.E.K.K.A Skeleton Army Guards Dark Prince
Mini P.E.K.K.A Skeleton Army Dark Prince
Skeleton Army Guards Baby Dragon Dark Prince
Baby Dragon
Baby Dragon
Mini P.E.K.K.A Skeleton Army
Guards Skeleton Army Mini P.E.K.K.A Dark Prince
Guards Skeleton Army Baby Dragon Dark Prince
Baby Dragon
Mini P.E.K.K.A Skeleton Army Guards Dark Prince
Skeleton Army Mini P.E.K.K.A Guards Baby Dragon Dark Prince
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Dark Prince
Guards Skeleton Army Baby Dragon Dark Prince
Baby Dragon Guards Dark Prince
Mini P.E.K.K.A
Skeleton Army Dark Prince Mini P.E.K.K.A Guards Baby Dragon

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 Skeleton Army Dark Prince
Mini P.E.K.K.A Baby Dragon
Guards Skeleton Army Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Guards Skeleton Army Dark Prince
Mini P.E.K.K.A Guards Skeleton Army Dark Prince
Baby Dragon
Mini P.E.K.K.A Guards Skeleton Army Dark Prince
Mini P.E.K.K.A Skeleton Army Dark Prince
Mini P.E.K.K.A Skeleton Army Baby Dragon Dark Prince
Guards Skeleton Army
Mini P.E.K.K.A Guards Dark Prince
Skeleton Army Guards Dark Prince
Mini P.E.K.K.A Skeleton Army Dark Prince Guards
Skeleton Army Baby Dragon
Guards Skeleton Army Mini P.E.K.K.A Baby Dragon Dark Prince
Mini P.E.K.K.A Baby Dragon Dark Prince

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 Baby Dragon
Baby Dragon
Baby Dragon
Guards Dark Prince
Baby Dragon Dark Prince
Baby Dragon
Baby Dragon
Baby Dragon
Mini P.E.K.K.A Guards
Dark Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Mini P.E.K.K.A
Mini P.E.K.K.A Baby Dragon Dark Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Dark Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Guards
Mini P.E.K.K.A
Guards Skeleton Army Dark Prince
Baby Dragon
Mini P.E.K.K.A Baby Dragon Dark Prince
Baby Dragon
Dark Prince
Guards Baby Dragon
Baby Dragon Dark Prince

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