My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 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!
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.

Witch

Defensive buildings

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

Bomb Tower

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 Battle Ram Dark Prince Witch Prince

Offensive cards

Win conditions

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

Royal Giant 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.

Royal Giant Mini P.E.K.K.A Battle Ram Dark Prince 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.

Royal Giant Mini P.E.K.K.A Battle Ram Dark Prince 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.

Mini P.E.K.K.A Dark Prince

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 Battle Ram Skeleton Army Dark Prince Prince
Giant Snowball
Battle Ram Skeleton Army Witch
Zap
Royal Giant Battle Ram Skeleton Army Dark Prince Witch Prince
Barbarian Barrel
Battle Ram Bomb Tower Skeleton Army Dark Prince Witch
The Log
Royal Giant Mini P.E.K.K.A Battle Ram Skeleton Army Dark Prince Witch Prince
Earthquake
Bomb Tower Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Mini P.E.K.K.A Battle Ram Skeleton Army Dark Prince Witch Prince
Fireball
Battle Ram Bomb Tower Skeleton Army Witch
Poison
Bomb Tower Skeleton Army Witch
Lightning
Mini P.E.K.K.A Battle Ram Bomb Tower Dark Prince Witch Prince
Rocket
Bomb Tower Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower 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 Battle Ram Skeleton Army Dark Prince 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.

Royal Giant 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Mini P.E.K.K.A Battle Ram Bomb Tower Dark Prince Witch Prince Royal Giant

Shortest cycle

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

15 Skeleton Army Mini P.E.K.K.A Battle Ram Bomb Tower

Attack Synergies 1 6

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
Dark Prince Witch
Mini P.E.K.K.A
Dark Prince
Battle Ram
Witch
Bomb Tower
Skeleton Army
Dark Prince
Prince Royal Giant Mini P.E.K.K.A Witch
Witch
Royal Giant Battle Ram Dark Prince Prince
Prince
Dark Prince Witch

Defense Synergies 0 8

Royal Giant
Mini P.E.K.K.A
Bomb Tower Skeleton Army Witch
Battle Ram
Bomb Tower
Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mini P.E.K.K.A Bomb Tower Prince
Dark Prince
Witch Prince
Witch
Mini P.E.K.K.A Dark Prince Prince
Prince
Skeleton Army 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.

Mini P.E.K.K.A Bomb Tower Skeleton Army Dark Prince Witch Prince
Mini P.E.K.K.A Bomb Tower Skeleton Army Witch Prince Dark Prince
Mini P.E.K.K.A Bomb Tower Skeleton Army Witch Prince Dark Prince
Mini P.E.K.K.A Bomb Tower Skeleton Army Dark Prince Prince
Skeleton Army Bomb Tower Dark Prince
Bomb Tower Witch
Bomb Tower
Mini P.E.K.K.A Witch Bomb Tower Skeleton Army Prince
Skeleton Army Mini P.E.K.K.A Dark Prince Prince
Skeleton Army Witch Bomb Tower Dark Prince
Witch
Mini P.E.K.K.A Bomb Tower Skeleton Army Prince Dark Prince Witch
Bomb Tower Skeleton Army Mini P.E.K.K.A Dark Prince Witch Prince
Mini P.E.K.K.A Skeleton Army Bomb Tower Prince
Bomb Tower Skeleton Army Mini P.E.K.K.A Prince
Bomb Tower Mini P.E.K.K.A Skeleton Army Dark Prince Witch Prince
Bomb Tower Skeleton Army Dark Prince Witch Prince
Bomb Tower Witch Dark Prince
Mini P.E.K.K.A Bomb Tower Prince
Skeleton Army Dark Prince Mini P.E.K.K.A Bomb Tower Witch Prince
Mini P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Dark Prince Witch Prince
Mini P.E.K.K.A Bomb Tower Prince
Skeleton Army Mini P.E.K.K.A Bomb Tower Dark Prince Witch Prince
Mini P.E.K.K.A Skeleton Army Dark Prince Prince
Mini P.E.K.K.A Skeleton Army Dark Prince Witch Prince
Bomb Tower Witch
Mini P.E.K.K.A Skeleton Army Dark Prince Prince Bomb Tower Witch
Mini P.E.K.K.A Bomb Tower Skeleton Army Dark Prince Prince
Mini P.E.K.K.A Bomb Tower Skeleton Army Dark Prince Witch Prince
Witch Skeleton Army
Mini P.E.K.K.A Bomb Tower Dark Prince Witch Prince
Skeleton Army Dark Prince Prince
Mini P.E.K.K.A Skeleton Army Dark Prince Prince Bomb Tower Witch
Bomb Tower Skeleton Army Witch
Skeleton Army Witch Mini P.E.K.K.A Bomb Tower Dark Prince Prince
Mini P.E.K.K.A Bomb Tower Dark Prince Witch
Bomb Tower

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.)

Dark Prince Prince
Dark Prince
Witch
Witch
Mini P.E.K.K.A Prince
Dark Prince Prince
Prince
Witch
Mini P.E.K.K.A
Mini P.E.K.K.A Dark Prince Prince
Witch
Prince
Prince
Dark Prince Witch
Witch
Witch
Witch Prince
Witch
Witch
Mini P.E.K.K.A
Prince
Skeleton Army Dark Prince Witch Prince
Witch
Mini P.E.K.K.A Dark Prince Prince
Dark Prince Prince
Witch
Witch
Dark Prince Witch Prince
Prince

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