My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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.

Fire Spirit Witch 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 Dark Prince Witch P.E.K.K.A Mega Knight 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.

Zap

Punishments

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

Dark Prince Mega Knight

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.

Fire Spirit Dark Prince P.E.K.K.A Mega Knight 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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Dark Prince Mega Knight

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.

Fire Spirit Dark Prince P.E.K.K.A Mega Knight

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.

Fire Spirit 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Zap Dark Prince Witch Archer Queen P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Fire Spirit Zap Dark Prince

Attack Synergies 2 10

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
Fire Spirit
P.E.K.K.A Zap Dark Prince
Zap
P.E.K.K.A Fire Spirit Dark Prince Witch Mega Knight
Dark Prince
Fire Spirit Zap Witch
Witch
Zap Dark Prince P.E.K.K.A Mega Knight
P.E.K.K.A
Fire Spirit Zap Witch Archer Queen
Mega Knight
Zap Witch Archer Queen
Archer Queen
P.E.K.K.A Mega Knight

Defense Synergies 1 16

Skeletons
Fire Spirit Zap Dark Prince Witch P.E.K.K.A Archer Queen
Fire Spirit
Skeletons Zap P.E.K.K.A Archer Queen
Zap
Mega Knight Skeletons Fire Spirit Dark Prince Witch P.E.K.K.A Archer Queen
Dark Prince
Skeletons Zap Witch Archer Queen
Witch
Skeletons Zap Dark Prince Mega Knight
P.E.K.K.A
Skeletons Fire Spirit Zap
Mega Knight
Zap Witch
Archer Queen
Skeletons Fire Spirit Zap 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.

Zap
P.E.K.K.A Skeletons Zap Dark Prince Witch Mega Knight
Witch P.E.K.K.A Mega Knight Skeletons Fire Spirit Dark Prince
Witch P.E.K.K.A Skeletons Dark Prince Mega Knight
Dark Prince P.E.K.K.A Mega Knight
Skeletons Fire Spirit Zap Dark Prince Mega Knight
Fire Spirit Zap Witch
Zap P.E.K.K.A Mega Knight
Witch P.E.K.K.A Skeletons Archer Queen
Skeletons Fire Spirit Dark Prince Mega Knight
Witch Skeletons Zap Dark Prince Mega Knight
Zap Witch
P.E.K.K.A Mega Knight Skeletons Fire Spirit Zap Dark Prince Witch
Fire Spirit Mega Knight Zap Dark Prince Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight
Mega Knight Skeletons Dark Prince Witch P.E.K.K.A
Fire Spirit Mega Knight Zap Dark Prince Witch
Zap Witch Fire Spirit Dark Prince Mega Knight
P.E.K.K.A
Dark Prince Mega Knight Fire Spirit Witch P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Dark Prince Witch P.E.K.K.A
Zap Mega Knight
P.E.K.K.A Mega Knight Skeletons Zap Dark Prince Witch
Dark Prince P.E.K.K.A Mega Knight Zap
P.E.K.K.A Skeletons Dark Prince Witch Mega Knight
Fire Spirit Skeletons Zap Witch
Dark Prince P.E.K.K.A Skeletons Witch
P.E.K.K.A Mega Knight Dark Prince
Zap P.E.K.K.A Mega Knight Skeletons Dark Prince Witch
Witch P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Dark Prince Witch
P.E.K.K.A Mega Knight Zap Dark Prince Archer Queen
Dark Prince P.E.K.K.A Mega Knight Skeletons Witch
Witch Mega Knight
Witch Skeletons Zap Dark Prince P.E.K.K.A Archer Queen
Mega Knight Zap Dark Prince Witch P.E.K.K.A Archer Queen

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.)

Zap
Dark Prince
Fire Spirit Zap Dark Prince Mega Knight
Fire Spirit Zap Witch
Fire Spirit Witch
Fire Spirit Zap
Zap
Fire Spirit
Zap Dark Prince
Fire Spirit Zap Archer Queen
Fire Spirit
Zap
Zap Witch
Mega Knight
Fire Spirit Zap Dark Prince Mega Knight
Fire Spirit Zap Witch Mega Knight
Mega Knight
Zap
Zap Fire Spirit Dark Prince Witch Mega Knight
Witch
Zap Witch
Zap Witch Mega Knight
Zap
Fire Spirit Zap Witch
Zap Witch
Zap Mega Knight
Zap
P.E.K.K.A Mega Knight
Zap Fire Spirit Dark Prince Witch
Fire Spirit Zap Witch Archer Queen
Dark Prince Mega Knight
Zap
Zap Archer Queen
Dark Prince P.E.K.K.A Mega Knight Archer Queen
Zap Witch Archer Queen
Zap Witch Archer Queen
Zap Dark Prince Witch Mega Knight Archer Queen

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