My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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

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.

Skeletons Wizard Dark Prince Prince P.E.K.K.A

Offensive cards

Win conditions

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

Missing

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 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.

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

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
Skeletons Skeleton Army Dark Prince Prince
Giant Snowball
Skeletons Barbarians Skeleton Army
Zap
Skeletons Skeleton Army Dark Prince Prince
Barbarian Barrel
Skeletons Barbarians Wizard Skeleton Army Dark Prince
The Log
Skeletons Barbarians Mini P.E.K.K.A Skeleton Army Dark Prince Prince
Earthquake
Skeletons Barbarians Skeleton Army
Arrows
Skeletons Skeleton Army
Royal Delivery
Skeletons Barbarians Mini P.E.K.K.A Wizard Skeleton Army Dark Prince Prince P.E.K.K.A
Fireball
Barbarians Wizard Skeleton Army
Poison
Barbarians Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Wizard Dark Prince Prince
Rocket
Barbarians Wizard 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 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 Skeleton Army Dark Prince 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.

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Skeleton Army Mini P.E.K.K.A Dark Prince Barbarians Wizard Prince P.E.K.K.A

Shortest cycle

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

12 Skeletons Skeleton Army Mini P.E.K.K.A Dark Prince

Attack Synergies 1 5

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.

Skeletons
Barbarians
Mini P.E.K.K.A
Wizard Dark Prince
Wizard
Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Skeleton Army
Dark Prince
Prince Mini P.E.K.K.A Wizard
Prince
Dark Prince Wizard
P.E.K.K.A
Wizard

Defense Synergies 0 14

Skeletons
Mini P.E.K.K.A Wizard Dark Prince Prince P.E.K.K.A
Barbarians
Skeleton Army
Mini P.E.K.K.A
Skeletons Wizard Skeleton Army
Wizard
Skeletons Mini P.E.K.K.A Skeleton Army Dark Prince Prince P.E.K.K.A
Skeleton Army
Barbarians Mini P.E.K.K.A Wizard Prince
Dark Prince
Skeletons Wizard Prince
Prince
Skeletons Wizard Skeleton Army Dark Prince
P.E.K.K.A
Skeletons 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.

Wizard
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Skeletons Dark Prince Prince
Barbarians Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A Skeletons Dark Prince
Barbarians Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A Skeletons Dark Prince
Barbarians Mini P.E.K.K.A Skeleton Army Dark Prince Prince P.E.K.K.A
Skeleton Army Skeletons Dark Prince
Wizard
Barbarians P.E.K.K.A
Barbarians Mini P.E.K.K.A P.E.K.K.A Skeletons Skeleton Army Prince
Skeleton Army Skeletons Barbarians Mini P.E.K.K.A Dark Prince Prince
Barbarians Skeleton Army Skeletons Wizard Dark Prince
Wizard
Barbarians Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A Skeletons Wizard Dark Prince
Wizard Skeleton Army Barbarians Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Prince
Barbarians Skeleton Army Mini P.E.K.K.A Prince P.E.K.K.A
Barbarians Wizard Skeletons Mini P.E.K.K.A Skeleton Army Dark Prince Prince P.E.K.K.A
Barbarians Wizard Skeleton Army Dark Prince Prince
Wizard Barbarians Dark Prince
Barbarians Mini P.E.K.K.A P.E.K.K.A Prince
Wizard Skeleton Army Dark Prince Barbarians Mini P.E.K.K.A Prince P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Skeleton Army Skeletons Dark Prince Prince P.E.K.K.A
Mini P.E.K.K.A Wizard Prince
Barbarians Skeleton Army P.E.K.K.A Skeletons Mini P.E.K.K.A Dark Prince Prince
Mini P.E.K.K.A Skeleton Army Dark Prince Prince P.E.K.K.A Barbarians
Barbarians P.E.K.K.A Skeletons Mini P.E.K.K.A Skeleton Army Dark Prince Prince
Wizard Skeletons
Mini P.E.K.K.A Skeleton Army Dark Prince Prince P.E.K.K.A Skeletons Barbarians
Mini P.E.K.K.A P.E.K.K.A Barbarians Skeleton Army Dark Prince Prince
P.E.K.K.A Skeletons Barbarians Mini P.E.K.K.A Skeleton Army Dark Prince Prince
P.E.K.K.A Skeletons Barbarians Skeleton Army
P.E.K.K.A Barbarians Mini P.E.K.K.A Dark Prince Prince
Skeleton Army P.E.K.K.A Barbarians Dark Prince Prince
Barbarians Mini P.E.K.K.A Skeleton Army Dark Prince Prince P.E.K.K.A Skeletons Wizard
Wizard Barbarians Skeleton Army
Barbarians Skeleton Army Skeletons Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Barbarians Mini P.E.K.K.A Wizard Dark Prince P.E.K.K.A

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.)

Barbarians Dark Prince Prince
Wizard Dark Prince
Wizard
Wizard
Wizard
Wizard
Mini P.E.K.K.A Prince
Wizard Dark Prince Prince
Wizard
Prince
Wizard
Wizard
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Dark Prince Prince
Wizard
Prince
Wizard
Prince
Barbarians
Wizard Dark Prince
Wizard
Wizard Prince
Wizard
Wizard
Mini P.E.K.K.A
Wizard
P.E.K.K.A Prince
Wizard
Barbarians Skeleton Army Dark Prince Prince
Wizard
Mini P.E.K.K.A Wizard Dark Prince Prince
Wizard
Dark Prince Prince P.E.K.K.A
Dark Prince Prince
Prince P.E.K.K.A
Wizard

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