My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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!
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.

Wizard Dark Prince Witch Balloon Royal Ghost

Offensive cards

Win conditions

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

Balloon

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage

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 Dark Prince Balloon Royal Ghost

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.

Mini P.E.K.K.A Dark Prince Balloon Royal Ghost

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 Dark Prince Balloon Royal Ghost

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
Clone Dark Prince Balloon
Giant Snowball
Clone Witch Balloon
Zap
Clone Dark Prince Witch Balloon
Barbarian Barrel
Wizard Clone Dark Prince Witch Royal Ghost
The Log
Mini P.E.K.K.A Clone Dark Prince Witch
Earthquake
Clone Witch
Arrows
Clone Witch
Royal Delivery
Mini P.E.K.K.A Wizard Clone Dark Prince Witch Balloon Royal Ghost
Fireball
Wizard Clone Witch Balloon
Poison
Wizard Clone Witch Balloon
Lightning
Mini P.E.K.K.A Wizard Dark Prince Witch Balloon
Rocket
Wizard Witch Balloon

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 Dark Prince Royal Ghost

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 Rage Clone Dark Prince Royal Ghost

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Clone Royal Ghost Mini P.E.K.K.A Dark Prince Wizard Witch Balloon

Shortest cycle

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

12 Rage Clone Royal Ghost Mini P.E.K.K.A

Attack Synergies 3 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.

Mini P.E.K.K.A
Wizard Rage Dark Prince
Wizard
Mini P.E.K.K.A Rage Dark Prince Balloon Royal Ghost
Rage
Witch Balloon Mini P.E.K.K.A Wizard Dark Prince
Clone
Balloon Witch
Dark Prince
Mini P.E.K.K.A Wizard Rage Witch Balloon Royal Ghost
Witch
Rage Clone Dark Prince Royal Ghost
Balloon
Rage Clone Wizard Dark Prince Royal Ghost
Royal Ghost
Wizard Dark Prince Witch Balloon

Defense Synergies 0 8

Mini P.E.K.K.A
Wizard Witch Royal Ghost
Wizard
Mini P.E.K.K.A Dark Prince Royal Ghost
Rage
Clone
Dark Prince
Wizard Witch Royal Ghost
Witch
Mini P.E.K.K.A Dark Prince Royal Ghost
Balloon
Royal Ghost
Mini P.E.K.K.A Wizard Dark Prince Witch

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.

Wizard
Mini P.E.K.K.A Dark Prince Witch
Mini P.E.K.K.A Witch Dark Prince
Mini P.E.K.K.A Witch Dark Prince
Mini P.E.K.K.A Dark Prince
Dark Prince Royal Ghost
Wizard Witch
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Dark Prince Royal Ghost
Witch Wizard Dark Prince Royal Ghost
Wizard Witch
Mini P.E.K.K.A Wizard Dark Prince Witch
Wizard Mini P.E.K.K.A Dark Prince Witch Royal Ghost
Mini P.E.K.K.A
Mini P.E.K.K.A
Wizard Mini P.E.K.K.A Dark Prince Witch
Wizard Dark Prince Witch Royal Ghost
Wizard Witch Dark Prince Royal Ghost
Mini P.E.K.K.A
Wizard Dark Prince Royal Ghost Mini P.E.K.K.A Witch
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Dark Prince Witch Royal Ghost
Mini P.E.K.K.A Wizard Royal Ghost
Mini P.E.K.K.A Dark Prince Witch
Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Dark Prince Witch
Wizard Witch
Mini P.E.K.K.A Dark Prince Witch
Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Dark Prince Witch
Witch
Mini P.E.K.K.A Dark Prince Witch
Dark Prince
Mini P.E.K.K.A Dark Prince Wizard Witch
Wizard Witch
Witch Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Wizard Dark Prince Witch Royal Ghost

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.)

Royal Ghost
Royal Ghost
Dark Prince
Wizard Dark Prince
Wizard Witch
Wizard Witch
Wizard
Wizard
Mini P.E.K.K.A
Wizard Dark Prince
Wizard
Wizard Witch
Wizard
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Dark Prince
Wizard Witch
Wizard
Wizard Dark Prince Witch
Witch
Wizard Witch Royal Ghost
Wizard Witch
Wizard Witch
Wizard Witch
Mini P.E.K.K.A
Wizard
Wizard
Dark Prince Witch
Wizard Witch
Mini P.E.K.K.A Wizard Dark Prince
Wizard
Dark Prince
Witch
Witch
Dark Prince Witch Royal Ghost
Wizard

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