My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Electro Wizard Little Prince

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.

Battle Ram Wizard P.E.K.K.A Golem Electro Wizard Little Prince

Offensive cards

Win conditions

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

Battle Ram Golem

Damage spells

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

Void Lightning

Punishments

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

Battle Ram

Pump responses

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

Void Lightning

Dropped at the bridge

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

Battle Ram P.E.K.K.A Golem

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.

Golem Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

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.

Battle Ram P.E.K.K.A Golem

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 Electro Wizard

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.

Void Little Prince Battle Ram Electro Wizard Wizard Lightning P.E.K.K.A Golem

Shortest cycle

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

14 Void Little Prince Battle Ram Electro Wizard

Attack Synergies 2 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.

Battle Ram
Lightning P.E.K.K.A Electro Wizard
Wizard
P.E.K.K.A Golem
Void
Lightning
Golem Battle Ram
P.E.K.K.A
Electro Wizard Battle Ram Wizard
Golem
Lightning Wizard Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Golem
Little Prince

Defense Synergies 0 4

Battle Ram
Wizard
P.E.K.K.A Electro Wizard
Void
Lightning
P.E.K.K.A
Wizard Electro Wizard
Golem
Electro Wizard
Wizard P.E.K.K.A Little Prince
Little Prince
Electro 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.

Lightning Wizard Void Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Void Lightning Electro Wizard
P.E.K.K.A Electro Wizard
Lightning P.E.K.K.A
Electro Wizard
Lightning Electro Wizard Wizard Void Little Prince
Lightning Void P.E.K.K.A Electro Wizard
P.E.K.K.A
Electro Wizard Little Prince
Electro Wizard Wizard
Wizard Electro Wizard
P.E.K.K.A Wizard Lightning Electro Wizard
Wizard P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Lightning P.E.K.K.A Electro Wizard
Wizard P.E.K.K.A Electro Wizard
Wizard Electro Wizard Little Prince
Wizard Electro Wizard Little Prince
P.E.K.K.A Electro Wizard
Wizard P.E.K.K.A Electro Wizard Little Prince

Counters to secondary win conditions

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

Void P.E.K.K.A Electro Wizard
Void Electro Wizard Wizard Lightning
P.E.K.K.A Lightning Electro Wizard
Lightning P.E.K.K.A Electro Wizard
P.E.K.K.A
Wizard Electro Wizard
P.E.K.K.A Void Lightning Electro Wizard
P.E.K.K.A
Void Lightning P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A
Lightning P.E.K.K.A Void Electro Wizard
Lightning P.E.K.K.A Wizard
Wizard
Electro Wizard Lightning P.E.K.K.A Little Prince
Wizard P.E.K.K.A Electro Wizard
Void

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.)

Void Lightning
Void Electro Wizard
Lightning Void
Lightning Void
Wizard
Wizard
Wizard
Wizard Lightning
Void Wizard Lightning
Lightning Void Electro Wizard
Void Lightning Wizard Electro Wizard
Void Lightning Wizard
Lightning Void
Lightning Void
Lightning
Lightning Wizard
Lightning Wizard
Lightning
Lightning
Void Lightning Wizard Electro Wizard
Lightning Wizard Little Prince
Lightning Void
Lightning Wizard Void
Void Lightning
Lightning Void
Wizard Little Prince
Void Wizard Lightning Electro Wizard
Void Lightning Wizard
Void Lightning
Lightning Wizard Electro Wizard Little Prince
Lightning Electro Wizard Wizard Void
Lightning Void
Void Lightning Wizard
Void Lightning Electro Wizard
P.E.K.K.A
Wizard Lightning
Lightning Electro Wizard Void
Lightning Wizard Electro Wizard
Void Lightning Wizard Electro Wizard
Wizard Lightning
Void Lightning
P.E.K.K.A
Lightning Electro Wizard
Void Lightning Electro Wizard
Void Lightning Electro Wizard Little Prince

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