My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

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.

Royal Giant Dark Prince Electro Wizard Monk

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Mini P.E.K.K.A 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.

Royal Giant Mini P.E.K.K.A Dark Prince

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.

Mini P.E.K.K.A Dark Prince Electro Wizard Monk

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 Royal Giant Skeleton Army Dark Prince
Giant Snowball
Minions Skeleton Army
Zap
Minions Royal Giant Skeleton Army Dark Prince
Barbarian Barrel
Skeleton Army Dark Prince Electro Wizard
The Log
Royal Giant Mini P.E.K.K.A Skeleton Army Dark Prince
Earthquake
Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Minions Mini P.E.K.K.A Skeleton Army Dark Prince Electro Wizard
Fireball
Minions Skeleton Army Electro Wizard
Poison
Minions Skeleton Army Electro Wizard
Lightning
Mini P.E.K.K.A Dark Prince Electro Wizard Monk
Rocket

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

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.

Mini P.E.K.K.A Skeleton Army Dark Prince

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.

Royal Giant 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.

Minions 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.

Zap Minions Skeleton Army Mini P.E.K.K.A Dark Prince Electro Wizard Monk Royal Giant

Shortest cycle

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

12 Zap Minions Skeleton Army Mini P.E.K.K.A

Attack Synergies 2 12

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
Electro Wizard Minions Royal Giant Mini P.E.K.K.A Dark Prince
Minions
Royal Giant Zap Mini P.E.K.K.A Dark Prince
Royal Giant
Minions Zap Dark Prince Electro Wizard Monk
Mini P.E.K.K.A
Zap Minions Dark Prince Electro Wizard
Skeleton Army
Dark Prince
Zap Minions Royal Giant Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Royal Giant Mini P.E.K.K.A Dark Prince
Monk
Royal Giant

Defense Synergies 3 8

Zap
Mini P.E.K.K.A Electro Wizard Minions Skeleton Army Dark Prince
Minions
Zap Dark Prince Electro Wizard
Royal Giant
Mini P.E.K.K.A
Zap Electro Wizard Skeleton Army
Skeleton Army
Zap Mini P.E.K.K.A Electro Wizard
Dark Prince
Zap Minions Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Minions Skeleton Army Dark Prince
Monk

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
Mini P.E.K.K.A Skeleton Army Zap Minions Dark Prince Electro Wizard Monk
Mini P.E.K.K.A Skeleton Army Minions Dark Prince Electro Wizard
Mini P.E.K.K.A Skeleton Army Minions Dark Prince Electro Wizard Monk
Mini P.E.K.K.A Skeleton Army Dark Prince Monk
Skeleton Army Zap Minions Dark Prince Electro Wizard
Minions Electro Wizard Zap
Zap Electro Wizard Monk
Mini P.E.K.K.A Minions Skeleton Army
Skeleton Army Mini P.E.K.K.A Dark Prince Electro Wizard
Minions Skeleton Army Electro Wizard Zap Dark Prince
Minions Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army Zap Minions Dark Prince Electro Wizard
Skeleton Army Zap Minions Mini P.E.K.K.A Dark Prince Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Skeleton Army Monk Zap Mini P.E.K.K.A Electro Wizard
Minions Mini P.E.K.K.A Skeleton Army Dark Prince Electro Wizard
Zap Minions Skeleton Army Dark Prince Electro Wizard
Zap Minions Dark Prince Electro Wizard
Mini P.E.K.K.A Electro Wizard
Skeleton Army Dark Prince Minions Mini P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap Dark Prince Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A Monk
Skeleton Army Zap Minions Mini P.E.K.K.A Dark Prince Electro Wizard
Mini P.E.K.K.A Skeleton Army Dark Prince Zap Electro Wizard Monk
Mini P.E.K.K.A Skeleton Army Dark Prince
Zap Minions Electro Wizard Monk
Mini P.E.K.K.A Skeleton Army Dark Prince Minions Electro Wizard
Mini P.E.K.K.A Skeleton Army Dark Prince
Zap Electro Wizard Minions Mini P.E.K.K.A Skeleton Army Dark Prince Monk
Skeleton Army
Minions Mini P.E.K.K.A Dark Prince
Skeleton Army Monk Zap Dark Prince Electro Wizard
Mini P.E.K.K.A Skeleton Army Dark Prince
Skeleton Army
Skeleton Army Electro Wizard Zap Minions Mini P.E.K.K.A Dark Prince Monk
Minions Zap Mini P.E.K.K.A Dark Prince 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.)

Monk
Monk Zap Electro Wizard
Dark Prince
Zap Dark Prince
Zap Minions Monk
Zap
Monk Zap
Minions Mini P.E.K.K.A Electro Wizard
Monk Zap Dark Prince Electro Wizard
Monk Zap
Minions Monk
Zap
Zap
Monk
Minions Mini P.E.K.K.A
Zap Mini P.E.K.K.A Dark Prince Electro Wizard Monk
Zap Monk
Minions Monk
Monk
Zap Monk
Zap Dark Prince
Zap Electro Wizard Monk
Zap Monk
Zap
Zap Electro Wizard
Zap Electro Wizard Minions
Mini P.E.K.K.A
Zap
Zap Electro Wizard Monk
Monk
Zap Electro Wizard Minions Skeleton Army Dark Prince
Zap Electro Wizard Monk
Mini P.E.K.K.A Dark Prince Electro Wizard
Zap
Monk Zap
Dark Prince
Zap Minions Electro Wizard
Zap Electro Wizard
Zap Dark Prince Electro Wizard Monk
Monk

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