My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Dark Prince P.E.K.K.A Electro Wizard Sparky

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 Rage

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.

Heal Spirit 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.

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
Minions Dark Prince Sparky
Giant Snowball
Minions
Zap
Minions Dark Prince Sparky
Barbarian Barrel
Heal Spirit Dark Prince Electro Wizard Sparky
The Log
Heal Spirit Dark Prince Sparky
Earthquake
Arrows
Minions Heal Spirit
Royal Delivery
Minions Heal Spirit Dark Prince P.E.K.K.A Electro Wizard Sparky
Fireball
Minions Electro Wizard Sparky
Poison
Minions Electro Wizard Sparky
Lightning
Dark Prince Electro Wizard Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince Sparky

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.

Heal Spirit Rage Dark Prince P.E.K.K.A Sparky

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.

Minions Heal Spirit 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.

Heal Spirit Zap Rage Minions Dark Prince Electro Wizard Sparky P.E.K.K.A

Shortest cycle

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

8 Heal Spirit Zap Rage Minions

Attack Synergies 6 15

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
P.E.K.K.A Electro Wizard Sparky Minions Heal Spirit Dark Prince
Minions
Rage Zap Heal Spirit Dark Prince P.E.K.K.A Sparky
Heal Spirit
Zap Minions Dark Prince P.E.K.K.A Sparky
Rage
Minions Sparky Dark Prince Electro Wizard
Dark Prince
Zap Minions Heal Spirit Rage Electro Wizard Sparky
P.E.K.K.A
Zap Electro Wizard Minions Heal Spirit
Electro Wizard
Zap P.E.K.K.A Rage Dark Prince Sparky
Sparky
Zap Rage Minions Heal Spirit Dark Prince Electro Wizard

Defense Synergies 1 9

Zap
Electro Wizard Minions Dark Prince P.E.K.K.A Sparky
Minions
Zap Dark Prince P.E.K.K.A Electro Wizard
Heal Spirit
Rage
Dark Prince
Zap Minions Electro Wizard
P.E.K.K.A
Zap Minions Electro Wizard
Electro Wizard
Zap Minions Dark Prince P.E.K.K.A
Sparky
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 Minions Electro Wizard Sparky
P.E.K.K.A Sparky Zap Minions Dark Prince Electro Wizard
P.E.K.K.A Sparky Minions Dark Prince Electro Wizard
P.E.K.K.A Sparky Minions Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Sparky
Zap Minions Dark Prince Electro Wizard
Minions Electro Wizard Zap
Zap P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Sparky Minions
Dark Prince Electro Wizard Sparky
Minions Electro Wizard Zap Dark Prince
Minions Zap Electro Wizard
P.E.K.K.A Sparky Zap Minions Dark Prince Electro Wizard
Sparky Zap Minions Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Zap P.E.K.K.A Electro Wizard Sparky
Sparky Minions Dark Prince P.E.K.K.A Electro Wizard
Zap Minions Dark Prince Electro Wizard
Zap Minions Dark Prince Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Dark Prince Minions P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Sparky

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 Electro Wizard Sparky
Electro Wizard Zap
P.E.K.K.A Zap Minions Dark Prince Electro Wizard Sparky
Dark Prince P.E.K.K.A Zap Electro Wizard Sparky
P.E.K.K.A Dark Prince Sparky
Zap Minions Electro Wizard
Dark Prince P.E.K.K.A Sparky Minions Electro Wizard
P.E.K.K.A Dark Prince Sparky
Zap P.E.K.K.A Electro Wizard Minions Dark Prince Sparky
P.E.K.K.A Sparky
P.E.K.K.A Minions Dark Prince Sparky
P.E.K.K.A Zap Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Sparky
Sparky
Electro Wizard Sparky Zap Minions Dark Prince P.E.K.K.A
Minions Zap Dark Prince P.E.K.K.A Electro Wizard Sparky
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.)

Sparky
Zap Electro Wizard
Sparky
Dark Prince Sparky
Zap Dark Prince Sparky
Zap Minions
Sparky
Zap
Zap
Minions Electro Wizard Sparky
Zap Dark Prince Electro Wizard Sparky
Zap
Sparky
Minions
Zap Sparky
Zap Sparky
Sparky
Sparky
Minions Sparky
Zap Dark Prince Electro Wizard Sparky
Zap
Minions Sparky
Sparky
Zap
Zap Dark Prince Sparky
Zap Electro Wizard Sparky
Zap Sparky
Zap Sparky
Zap Electro Wizard Sparky
Zap Electro Wizard Minions
Sparky
Zap Sparky
Zap Electro Wizard Sparky
P.E.K.K.A Sparky
Sparky
Zap Electro Wizard Minions Dark Prince
Zap Electro Wizard
Dark Prince Electro Wizard Sparky
Zap
Zap Sparky
Dark Prince P.E.K.K.A Sparky
Zap Minions Electro Wizard Sparky
Zap Electro Wizard
Zap Dark Prince Electro Wizard Sparky
P.E.K.K.A Sparky
Sparky

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