My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Bad

2 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 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 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 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.

Bats Dart Goblin Ice 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 Bats Rune Giant Prince P.E.K.K.A Ice Wizard

Offensive cards

Win conditions

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

Rune Giant

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.

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.

Dart Goblin Rune Giant Prince P.E.K.K.A

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 Guards Prince
Giant Snowball
Skeletons Bats Dart Goblin Guards
Zap
Skeletons Bats Dart Goblin Guards Prince
Barbarian Barrel
Skeletons Dart Goblin Guards Ice Wizard
The Log
Skeletons Dart Goblin Guards Prince
Earthquake
Skeletons Guards
Arrows
Skeletons Bats Dart Goblin Guards
Royal Delivery
Skeletons Bats Dart Goblin Guards Prince P.E.K.K.A Ice Wizard
Fireball
Dart Goblin Ice Wizard
Poison
Bats Dart Goblin Guards Ice Wizard
Lightning
Prince Ice Wizard
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard

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.

Bats Guards Rune Giant Prince P.E.K.K.A Ice Wizard

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.

Dart Goblin Ice 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 Dart Goblin Guards Ice Wizard Rune Giant Prince P.E.K.K.A

Shortest cycle

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

9 Skeletons Bats Dart Goblin Guards

Attack Synergies 0 9

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
Rune Giant Prince P.E.K.K.A
Dart Goblin
Rune Giant Prince P.E.K.K.A
Guards
Rune Giant
Bats Dart Goblin Ice Wizard
Prince
Bats Dart Goblin Ice Wizard
P.E.K.K.A
Bats Dart Goblin Ice Wizard
Ice Wizard
Rune Giant Prince P.E.K.K.A

Defense Synergies 1 16

Skeletons
Dart Goblin Bats Prince P.E.K.K.A Ice Wizard
Bats
Skeletons Dart Goblin Prince P.E.K.K.A Ice Wizard
Dart Goblin
Skeletons Bats Guards Prince P.E.K.K.A Ice Wizard
Guards
Dart Goblin Prince Ice Wizard
Rune Giant
Prince
Skeletons Bats Dart Goblin Guards Ice Wizard
P.E.K.K.A
Skeletons Bats Dart Goblin Ice Wizard
Ice Wizard
Skeletons Bats Dart Goblin Guards Prince P.E.K.K.A

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.

Dart Goblin
P.E.K.K.A Skeletons Bats Dart Goblin Prince Ice Wizard
Prince P.E.K.K.A Skeletons Bats Dart Goblin Ice Wizard
Prince P.E.K.K.A Skeletons Bats Dart Goblin Guards Ice Wizard
Prince P.E.K.K.A
Skeletons Bats Dart Goblin Guards Ice Wizard
Bats Dart Goblin Ice Wizard
Dart Goblin P.E.K.K.A
P.E.K.K.A Skeletons Prince Ice Wizard
Guards Skeletons Dart Goblin Prince Ice Wizard
Bats Dart Goblin Guards Ice Wizard Skeletons
Bats Dart Goblin Ice Wizard
Prince P.E.K.K.A Skeletons Bats Guards Ice Wizard
Bats Dart Goblin Guards Prince P.E.K.K.A
P.E.K.K.A Prince
Prince P.E.K.K.A
Skeletons Bats Prince P.E.K.K.A
Bats Dart Goblin Guards Prince Ice Wizard
Bats Dart Goblin Guards Ice Wizard
P.E.K.K.A Dart Goblin Prince
Bats Dart Goblin Guards Prince P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Skeletons Prince P.E.K.K.A
Prince
Guards P.E.K.K.A Skeletons Bats Prince
Guards Prince P.E.K.K.A Bats
P.E.K.K.A Skeletons Guards Prince
Skeletons Bats Dart Goblin Ice Wizard
Guards Prince P.E.K.K.A Skeletons Bats Dart Goblin Ice Wizard
P.E.K.K.A Prince
P.E.K.K.A Skeletons Bats Prince
P.E.K.K.A Skeletons Dart Goblin Guards
P.E.K.K.A Bats Dart Goblin Guards Prince
P.E.K.K.A Guards Prince
Prince P.E.K.K.A Skeletons Guards
Dart Goblin
Guards Skeletons Bats Dart Goblin Prince P.E.K.K.A
Bats Dart Goblin P.E.K.K.A Ice Wizard
Ice 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.)

Dart Goblin Guards
Dart Goblin Ice Wizard
Dart Goblin
Dart Goblin Guards Prince
Bats Dart Goblin Ice Wizard
Dart Goblin
Dart Goblin Ice Wizard
Dart Goblin
Bats Guards Prince
Dart Goblin Prince
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin Prince
Dart Goblin
Dart Goblin
Bats
Dart Goblin Prince
Dart Goblin
Prince
Prince
Ice Wizard
Dart Goblin Ice Wizard
Prince
Dart Goblin
Bats Dart Goblin Ice Wizard
Bats Dart Goblin Guards
Dart Goblin
P.E.K.K.A Prince
Bats Dart Goblin Guards Prince
Dart Goblin Ice Wizard
Dart Goblin Prince
Dart Goblin
Dart Goblin Prince P.E.K.K.A
Bats Dart Goblin Guards
Bats Dart Goblin
Dart Goblin Prince
Prince P.E.K.K.A
Dart Goblin

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