My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 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.

Wizard Ram Rider

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.

Royal Giant Wizard Dark Prince P.E.K.K.A Ram Rider Goblinstein

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel Ram Rider

Damage spells

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

Fireball

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Goblin Barrel Dark Prince Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Dark Prince P.E.K.K.A Ram Rider

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.

Goblin Barrel Dark Prince Ram Rider

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 Giant Goblin Barrel Dark Prince Ram Rider
Giant Snowball
Goblin Barrel Ram Rider
Zap
Royal Giant Goblin Barrel Dark Prince Ram Rider
Barbarian Barrel
Wizard Goblin Barrel Dark Prince
The Log
Royal Giant Goblin Barrel Dark Prince Ram Rider
Earthquake
Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Wizard Goblin Barrel Dark Prince P.E.K.K.A Ram Rider
Fireball
Wizard Goblin Barrel Ram Rider
Poison
Wizard
Lightning
Wizard Dark Prince Ram Rider Goblinstein
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Dark Prince P.E.K.K.A

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.

Royal Giant Fireball Goblin Barrel

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.

Fireball Wizard 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 Fireball Dark Prince Wizard Ram Rider Goblinstein Royal Giant P.E.K.K.A

Shortest cycle

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

16 Goblin Barrel Fireball Dark Prince Wizard

Attack Synergies 3 11

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.

Royal Giant
Fireball Goblin Barrel Wizard Dark Prince
Fireball
Royal Giant Dark Prince Ram Rider
Wizard
Royal Giant Dark Prince P.E.K.K.A Ram Rider
Goblin Barrel
Royal Giant Dark Prince P.E.K.K.A Ram Rider
Dark Prince
Goblin Barrel Royal Giant Fireball Wizard Ram Rider
P.E.K.K.A
Wizard Goblin Barrel Ram Rider
Ram Rider
Fireball Wizard Goblin Barrel Dark Prince P.E.K.K.A
Goblinstein

Defense Synergies 0 4

Royal Giant
Fireball
Dark Prince Ram Rider
Wizard
Dark Prince P.E.K.K.A
Goblin Barrel
Dark Prince
Fireball Wizard
P.E.K.K.A
Wizard
Ram Rider
Fireball
Goblinstein

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.

Fireball Wizard Ram Rider
P.E.K.K.A Dark Prince Ram Rider
P.E.K.K.A Ram Rider Dark Prince
P.E.K.K.A Dark Prince Ram Rider
Fireball Dark Prince P.E.K.K.A
Fireball Dark Prince
Ram Rider Fireball Wizard
Fireball P.E.K.K.A Ram Rider
P.E.K.K.A
Dark Prince
Fireball Wizard Dark Prince Ram Rider
Fireball Wizard Ram Rider
P.E.K.K.A Fireball Wizard Dark Prince Ram Rider
Fireball Wizard Dark Prince P.E.K.K.A
P.E.K.K.A Ram Rider
Fireball P.E.K.K.A Ram Rider
Wizard Fireball Dark Prince P.E.K.K.A
Fireball Wizard Dark Prince Ram Rider
Wizard Fireball Dark Prince Ram Rider
P.E.K.K.A Ram Rider
Wizard Dark Prince Fireball P.E.K.K.A

Counters to secondary win conditions

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

Fireball Dark Prince P.E.K.K.A
Fireball Wizard
P.E.K.K.A Dark Prince Ram Rider
Dark Prince P.E.K.K.A Fireball Ram Rider
P.E.K.K.A Dark Prince Ram Rider
Fireball Wizard Ram Rider
Dark Prince P.E.K.K.A Fireball Ram Rider
P.E.K.K.A Dark Prince
P.E.K.K.A Fireball Dark Prince
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Fireball Dark Prince
Dark Prince P.E.K.K.A Fireball Wizard Ram Rider
Wizard Fireball
Fireball Dark Prince P.E.K.K.A
Fireball Wizard Dark Prince P.E.K.K.A
Fireball

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.)

Fireball
Fireball Ram Rider
Fireball
Fireball Dark Prince
Fireball Wizard Dark Prince
Fireball Wizard Ram Rider
Wizard
Fireball Wizard Ram Rider
Fireball Wizard Ram Rider
Fireball
Fireball Wizard Dark Prince Ram Rider
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard Dark Prince
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard Dark Prince
Fireball Wizard Ram Rider
Fireball Wizard Ram Rider
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Wizard
Fireball Dark Prince
Fireball Wizard Ram Rider
Fireball
Fireball Wizard Dark Prince
Fireball Wizard
Fireball
Dark Prince P.E.K.K.A
Fireball
Fireball
Fireball Dark Prince
P.E.K.K.A
Fireball Wizard

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