My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro 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.

Battle Ram Dark Prince P.E.K.K.A Bandit Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Poison

Punishments

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

Battle Ram Dark Prince Bandit

Pump responses

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

Poison

Dropped at the bridge

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

Battle Ram Dark Prince P.E.K.K.A Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Zap Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince Poison

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 Dark Prince Poison 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Bandit Battle Ram Dark Prince Poison Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

13 Zap Bandit Battle Ram Dark Prince

Attack Synergies 7 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.

Zap
Battle Ram P.E.K.K.A Electro Wizard Dark Prince Poison Bandit
Battle Ram
Zap Poison Bandit P.E.K.K.A Electro Wizard
Dark Prince
Zap Poison Bandit Electro Wizard
Poison
Battle Ram P.E.K.K.A Zap Dark Prince
P.E.K.K.A
Zap Poison Electro Wizard Battle Ram
Bandit
Battle Ram Zap Dark Prince Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Dark Prince Bandit
Goblinstein

Defense Synergies 1 10

Zap
Electro Wizard Dark Prince Poison P.E.K.K.A Bandit
Battle Ram
Dark Prince
Zap Poison Bandit Electro Wizard
Poison
Zap Dark Prince Electro Wizard
P.E.K.K.A
Zap Electro Wizard
Bandit
Zap Dark Prince Electro Wizard
Electro Wizard
Zap Dark Prince Poison P.E.K.K.A Bandit
Goblinstein

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 Electro Wizard
P.E.K.K.A Zap Dark Prince Bandit Electro Wizard
P.E.K.K.A Dark Prince Bandit Electro Wizard
P.E.K.K.A Dark Prince Bandit Electro Wizard
Dark Prince Poison P.E.K.K.A
Zap Dark Prince Bandit Electro Wizard
Electro Wizard Zap Poison
Zap Poison P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Dark Prince Bandit Electro Wizard
Poison Electro Wizard Zap Dark Prince Bandit
Zap Poison Electro Wizard
P.E.K.K.A Zap Dark Prince Bandit Electro Wizard
Zap Dark Prince Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Dark Prince Poison P.E.K.K.A Electro Wizard
Zap Dark Prince Bandit Electro Wizard
Zap Poison Dark Prince Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Dark Prince Poison P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Dark Prince P.E.K.K.A Bandit Electro Wizard
Poison Bandit Electro Wizard Zap
P.E.K.K.A Bandit Zap Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Dark Prince Bandit
Poison Zap Electro Wizard
Dark Prince P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Dark Prince Poison Bandit
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Zap Dark Prince Poison Electro Wizard
Dark Prince P.E.K.K.A Bandit
Electro Wizard Zap Dark Prince Poison P.E.K.K.A
Poison Zap Dark Prince P.E.K.K.A Electro Wizard
Zap 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.)

Poison Bandit
Poison Zap Bandit Electro Wizard
Poison Bandit
Dark Prince Poison
Poison Zap Dark Prince
Poison Zap
Poison
Poison Zap
Poison Zap Bandit
Poison Electro Wizard
Poison Zap Dark Prince Bandit Electro Wizard
Poison Zap
Poison Bandit
Poison Bandit
Zap Poison
Zap Poison Bandit
Poison Bandit
Poison
Zap Dark Prince Poison Bandit Electro Wizard
Zap Poison
Poison
Poison
Zap Poison
Zap Poison Dark Prince
Poison Zap Bandit Electro Wizard
Zap Poison Bandit
Poison Zap Bandit
Poison Zap Electro Wizard
Zap Electro Wizard Poison
Poison Zap Bandit
Zap Poison Electro Wizard
P.E.K.K.A
Poison
Zap Electro Wizard Dark Prince Bandit
Poison Zap Electro Wizard
Poison Dark Prince Electro Wizard
Zap Poison
Zap Poison
Dark Prince P.E.K.K.A
Zap Poison Electro Wizard
Zap Poison Electro Wizard
Poison Zap Dark Prince Bandit Electro Wizard
P.E.K.K.A

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