My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard Archer Queen

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 Bats Dark Prince P.E.K.K.A Electro Wizard Archer Queen

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.

Arrows Royal Delivery

Punishments

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

Dark 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.

Dark Prince P.E.K.K.A Archer Queen

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.

Dark Prince 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
Skeletons Bats Dark Prince
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats Dark Prince
Barbarian Barrel
Skeletons Dark Prince Electro Wizard
The Log
Skeletons Dark Prince
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Dark Prince P.E.K.K.A Electro Wizard
Fireball
Electro Wizard
Poison
Bats Electro Wizard
Lightning
Dark Prince Electro Wizard Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Arrows Royal Delivery

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Delivery 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.

Bats Arrows Royal Delivery Dark Prince P.E.K.K.A

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Arrows Royal Delivery Dark Prince Electro Wizard Archer Queen P.E.K.K.A

Shortest cycle

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

9 Skeletons Bats Arrows Royal Delivery

Attack Synergies 2 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
Bats
Dark Prince P.E.K.K.A
Arrows
P.E.K.K.A Dark Prince
Royal Delivery
Dark Prince
Bats Arrows Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Bats Archer Queen
Electro Wizard
P.E.K.K.A Dark Prince
Archer Queen
P.E.K.K.A

Defense Synergies 2 18

Skeletons
Bats Royal Delivery Dark Prince P.E.K.K.A Electro Wizard Archer Queen
Bats
Skeletons Royal Delivery Dark Prince P.E.K.K.A Electro Wizard
Arrows
Royal Delivery Dark Prince P.E.K.K.A
Royal Delivery
Electro Wizard Archer Queen Skeletons Bats Arrows Dark Prince P.E.K.K.A
Dark Prince
Skeletons Bats Arrows Royal Delivery Electro Wizard Archer Queen
P.E.K.K.A
Skeletons Bats Arrows Royal Delivery Electro Wizard
Electro Wizard
Royal Delivery Skeletons Bats Dark Prince P.E.K.K.A
Archer Queen
Royal Delivery Skeletons Dark Prince

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.

Electro Wizard
P.E.K.K.A Skeletons Bats Royal Delivery Dark Prince Electro Wizard
P.E.K.K.A Skeletons Bats Royal Delivery Dark Prince Electro Wizard
P.E.K.K.A Skeletons Bats Dark Prince Electro Wizard
Arrows Royal Delivery Dark Prince P.E.K.K.A
Arrows Royal Delivery Skeletons Bats Dark Prince Electro Wizard
Bats Electro Wizard Arrows Royal Delivery
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Archer Queen
Skeletons Royal Delivery Dark Prince Electro Wizard
Bats Electro Wizard Skeletons Arrows Royal Delivery Dark Prince
Arrows Bats Royal Delivery Electro Wizard
P.E.K.K.A Skeletons Bats Royal Delivery Dark Prince Electro Wizard
Bats Arrows Royal Delivery Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Royal Delivery P.E.K.K.A Electro Wizard
Skeletons Bats Arrows Royal Delivery Dark Prince P.E.K.K.A Electro Wizard
Arrows Royal Delivery Bats Dark Prince Electro Wizard
Arrows Royal Delivery Bats Dark Prince Electro Wizard
P.E.K.K.A Electro Wizard
Dark Prince Bats Arrows Royal Delivery P.E.K.K.A Electro Wizard
P.E.K.K.A Archer Queen

Counters to secondary win conditions

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

Skeletons Royal Delivery Dark Prince P.E.K.K.A Electro Wizard
Royal Delivery Electro Wizard Arrows
Royal Delivery P.E.K.K.A Skeletons Bats Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Bats Royal Delivery Electro Wizard
P.E.K.K.A Skeletons Royal Delivery Dark Prince
Arrows Royal Delivery Skeletons Bats Electro Wizard
Royal Delivery Dark Prince P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A Royal Delivery Dark Prince
Royal Delivery P.E.K.K.A Electro Wizard Skeletons Bats Dark Prince
P.E.K.K.A Skeletons Royal Delivery
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Arrows Royal Delivery Dark Prince Electro Wizard Archer Queen
Royal Delivery Dark Prince P.E.K.K.A Skeletons
Electro Wizard Skeletons Bats Royal Delivery Dark Prince P.E.K.K.A Archer Queen
Bats Arrows Royal Delivery Dark Prince P.E.K.K.A Electro Wizard Archer Queen
Arrows Royal Delivery Electro Wizard

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.)

Arrows
Arrows Electro Wizard
Arrows
Arrows Dark Prince
Arrows Dark Prince
Arrows Bats
Arrows
Arrows
Arrows
Bats Electro Wizard
Arrows Dark Prince Electro Wizard
Arrows Archer Queen
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Arrows Dark Prince Electro Wizard
Arrows
Arrows
Arrows
Arrows Dark Prince
Arrows Electro Wizard
Arrows
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Bats Dark Prince
Arrows Electro Wizard Archer Queen
Arrows
Dark Prince Electro Wizard
Arrows
Arrows Archer Queen
Dark Prince P.E.K.K.A Archer Queen
Bats Electro Wizard Archer Queen
Bats Electro Wizard Archer Queen
Dark Prince Electro Wizard Archer Queen
P.E.K.K.A

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