My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Princess Ice 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.

Skeletons Dark Prince P.E.K.K.A Princess Ice Wizard

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers Dark Prince Princess

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.

Wall Breakers Dark Prince P.E.K.K.A Princess

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 Wall Breakers Guards Dark Prince
Giant Snowball
Skeletons Wall Breakers Guards Princess
Zap
Skeletons Wall Breakers Guards Dark Prince Princess
Barbarian Barrel
Skeletons Wall Breakers Guards Dark Prince Princess Ice Wizard
The Log
Skeletons Wall Breakers Guards Dark Prince Princess
Earthquake
Skeletons Guards
Arrows
Skeletons Wall Breakers Guards Princess
Royal Delivery
Skeletons Wall Breakers Guards Dark Prince P.E.K.K.A Princess Ice Wizard
Fireball
Wall Breakers Princess Ice Wizard
Poison
Guards Princess Ice Wizard
Lightning
Dark Prince Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Princess Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince Princess Ice Wizard

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.

Guards Dark Prince P.E.K.K.A Princess Ice Wizard

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.

Princess

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.

Ice 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.

Skeletons Zap Wall Breakers Guards Princess Ice Wizard Dark Prince P.E.K.K.A

Shortest cycle

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

8 Skeletons Zap Wall Breakers Guards

Attack Synergies 1 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
Zap
P.E.K.K.A Wall Breakers Guards Dark Prince Princess Ice Wizard
Wall Breakers
Zap Princess
Guards
Zap
Dark Prince
Zap Princess Ice Wizard
P.E.K.K.A
Zap Princess Ice Wizard
Princess
Zap Wall Breakers Dark Prince P.E.K.K.A
Ice Wizard
Zap Dark Prince P.E.K.K.A

Defense Synergies 0 17

Skeletons
Zap Dark Prince P.E.K.K.A Princess Ice Wizard
Zap
Skeletons Guards Dark Prince P.E.K.K.A Princess Ice Wizard
Wall Breakers
Guards
Zap Princess Ice Wizard
Dark Prince
Skeletons Zap Princess Ice Wizard
P.E.K.K.A
Skeletons Zap Princess Ice Wizard
Princess
Skeletons Zap Guards Dark Prince P.E.K.K.A Ice Wizard
Ice Wizard
Skeletons Zap Guards Dark Prince P.E.K.K.A Princess

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 Ice Wizard
P.E.K.K.A Skeletons Dark Prince Ice Wizard
P.E.K.K.A Skeletons Guards Dark Prince Ice Wizard
Dark Prince P.E.K.K.A Princess
Skeletons Zap Guards Dark Prince Ice Wizard
Zap Princess Ice Wizard
Zap P.E.K.K.A
P.E.K.K.A Skeletons Princess Ice Wizard
Guards Skeletons Dark Prince Ice Wizard
Guards Ice Wizard Skeletons Zap Dark Prince Princess
Zap Princess Ice Wizard
P.E.K.K.A Skeletons Zap Guards Dark Prince Ice Wizard
Zap Guards Dark Prince P.E.K.K.A Princess
P.E.K.K.A
Zap P.E.K.K.A
Skeletons Dark Prince P.E.K.K.A
Zap Guards Dark Prince Ice Wizard
Zap Guards Dark Prince Princess Ice Wizard
P.E.K.K.A
Dark Prince Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Skeletons Zap Dark Prince P.E.K.K.A
Zap
Guards P.E.K.K.A Skeletons Zap Dark Prince
Guards Dark Prince P.E.K.K.A Zap
P.E.K.K.A Skeletons Guards Dark Prince
Skeletons Zap Princess Ice Wizard
Guards Dark Prince P.E.K.K.A Skeletons Ice Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Skeletons Dark Prince
P.E.K.K.A Skeletons Guards
P.E.K.K.A Guards Dark Prince
P.E.K.K.A Zap Guards Dark Prince
Dark Prince P.E.K.K.A Skeletons Guards
Princess
Guards Skeletons Zap Dark Prince P.E.K.K.A
Zap Dark Prince P.E.K.K.A Princess Ice 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.)

Princess Guards
Zap Princess Ice Wizard
Guards Dark Prince
Zap Dark Prince
Zap Princess Ice Wizard
Princess
Zap Princess Ice Wizard
Zap
Guards
Zap Dark Prince Princess
Zap Princess
Princess
Princess
Princess Zap
Zap Princess
Princess
Zap Dark Prince Princess
Zap Princess
Princess
Zap
Zap Dark Prince Princess Ice Wizard
Zap Princess Ice Wizard
Zap Princess
Zap
Zap Princess Ice Wizard
Zap Guards
Zap
Zap Princess
P.E.K.K.A
Princess
Zap Guards Dark Prince Princess
Zap Princess Ice Wizard
Dark Prince Princess
Zap Princess
Zap
Dark Prince P.E.K.K.A
Zap Guards Princess
Zap Princess
Zap Dark Prince Princess

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