My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

Witch

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.

Knight Dark Prince Witch P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Fireball

Punishments

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

Goblin Barrel Dark Prince

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Knight Dark 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.

Goblin Barrel 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
Goblin Barrel Skeleton Army Dark Prince
Giant Snowball
Goblin Barrel Skeleton Army Witch
Zap
Goblin Barrel Skeleton Army Dark Prince Witch
Barbarian Barrel
Knight Goblin Barrel Skeleton Army Dark Prince Witch
The Log
Goblin Barrel Skeleton Army Dark Prince Witch
Earthquake
Goblin Barrel Skeleton Army Witch
Arrows
Goblin Barrel Skeleton Army Witch
Royal Delivery
Knight Goblin Barrel Skeleton Army Dark Prince Witch P.E.K.K.A
Fireball
Goblin Barrel Skeleton Army Witch
Poison
Skeleton Army Witch
Lightning
Knight Dark Prince Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Knight Skeleton Army Dark 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.

Fireball Goblin Barrel 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.

Fireball Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Goblin Barrel Skeleton Army Fireball Dark Prince Witch P.E.K.K.A

Shortest cycle

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

11 Zap Knight Goblin Barrel Skeleton Army

Attack Synergies 4 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.

Zap
Fireball P.E.K.K.A Knight Dark Prince Witch
Knight
Goblin Barrel Zap Fireball Witch
Fireball
Zap Knight Dark Prince
Goblin Barrel
Knight Dark Prince Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
Dark Prince
Goblin Barrel Zap Fireball Witch
Witch
Zap Knight Dark Prince P.E.K.K.A
P.E.K.K.A
Zap Goblin Barrel Witch

Defense Synergies 1 10

Zap
Fireball Knight Skeleton Army Dark Prince Witch P.E.K.K.A
Knight
Zap Fireball Skeleton Army Witch
Fireball
Zap Knight Dark Prince
Goblin Barrel
Skeleton Army
Zap Knight
Dark Prince
Zap Fireball Witch
Witch
Zap Knight Dark Prince
P.E.K.K.A
Zap

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 Knight Fireball
Skeleton Army P.E.K.K.A Zap Knight Dark Prince Witch
Skeleton Army Witch P.E.K.K.A Knight Dark Prince
Skeleton Army Witch P.E.K.K.A Knight Dark Prince
Fireball Skeleton Army Dark Prince P.E.K.K.A
Fireball Skeleton Army Zap Dark Prince
Zap Fireball Witch
Zap Fireball P.E.K.K.A
Witch P.E.K.K.A Skeleton Army
Knight Skeleton Army Dark Prince
Skeleton Army Witch Zap Knight Fireball Dark Prince
Zap Fireball Witch
Skeleton Army P.E.K.K.A Zap Knight Fireball Dark Prince Witch
Fireball Skeleton Army Zap Dark Prince Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army Zap Fireball P.E.K.K.A
Knight Fireball Skeleton Army Dark Prince Witch P.E.K.K.A
Fireball Zap Knight Skeleton Army Dark Prince Witch
Zap Witch Knight Fireball Dark Prince
P.E.K.K.A
Skeleton Army Dark Prince Knight Fireball Witch P.E.K.K.A
P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Knight Skeleton Army Zap Fireball Dark Prince Witch P.E.K.K.A
Fireball Zap Knight
Skeleton Army P.E.K.K.A Zap Knight Dark Prince Witch
Skeleton Army Dark Prince P.E.K.K.A Zap Knight Fireball
P.E.K.K.A Knight Skeleton Army Dark Prince Witch
Fireball Zap Witch
Skeleton Army Dark Prince P.E.K.K.A Knight Fireball Witch
P.E.K.K.A Knight Skeleton Army Dark Prince
Zap P.E.K.K.A Knight Fireball Skeleton Army Dark Prince Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Knight Dark Prince Witch
Skeleton Army P.E.K.K.A Zap Fireball Dark Prince
Skeleton Army Dark Prince P.E.K.K.A Knight Fireball Witch
Fireball Skeleton Army Witch
Skeleton Army Witch Zap Knight Fireball Dark Prince P.E.K.K.A
Zap Fireball Dark Prince Witch P.E.K.K.A
Zap Fireball

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.)

Fireball Knight
Fireball Zap
Fireball
Knight Fireball Dark Prince
Fireball Zap Dark Prince
Fireball Zap Witch
Witch
Fireball Zap
Fireball Zap
Fireball
Zap Knight Fireball Dark Prince
Fireball Zap
Knight Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Fireball Dark Prince
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Dark Prince Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Zap Fireball Witch
Zap Fireball Witch
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Fireball
Zap Fireball Skeleton Army Dark Prince Witch
Fireball Zap Witch
Fireball
Fireball Knight Dark Prince
Zap Fireball
Zap Fireball
Dark Prince P.E.K.K.A
Zap Fireball Witch
Zap Fireball Witch
Zap Fireball Dark Prince Witch
P.E.K.K.A
Fireball

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