My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Tesla Ram Rider Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tesla Prince Bandit Ram Rider Little Prince

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Missing

Punishments

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

Mini P.E.K.K.A Prince Bandit Ram Rider

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.

Mini P.E.K.K.A Prince Bandit Ram Rider

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 Bandit Ram Rider

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
Bats Guards Prince Bandit Ram Rider
Giant Snowball
Bats Guards Ram Rider Little Prince
Zap
Bats Guards Prince Bandit Ram Rider Little Prince
Barbarian Barrel
Tesla Guards Bandit Little Prince
The Log
Mini P.E.K.K.A Guards Prince Bandit Ram Rider Little Prince
Earthquake
Tesla Guards
Arrows
Bats Guards Little Prince
Royal Delivery
Bats Mini P.E.K.K.A Guards Prince Bandit Ram Rider Little Prince
Fireball
Tesla Bandit Ram Rider Little Prince
Poison
Bats Guards Little Prince
Lightning
Tesla Mini P.E.K.K.A Prince Bandit Ram Rider Little Prince
Rocket
Prince Ram Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Bats Mini P.E.K.K.A Guards Prince

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.

Bats Guards Bandit Little Prince Tesla Mini P.E.K.K.A Prince Ram Rider

Shortest cycle

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

11 Bats Guards Bandit Little Prince

Attack Synergies 0 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.

Bats
Mini P.E.K.K.A Prince Bandit Ram Rider
Tesla
Mini P.E.K.K.A
Bats Ram Rider Little Prince
Guards
Bandit Ram Rider
Prince
Bats Ram Rider Little Prince
Bandit
Bats Guards Ram Rider Little Prince
Ram Rider
Bats Mini P.E.K.K.A Guards Prince Bandit
Little Prince
Mini P.E.K.K.A Prince Bandit

Defense Synergies 0 13

Bats
Tesla Mini P.E.K.K.A Prince Bandit
Tesla
Bats Mini P.E.K.K.A Guards Prince Little Prince
Mini P.E.K.K.A
Bats Tesla Guards Ram Rider
Guards
Tesla Mini P.E.K.K.A Prince
Prince
Bats Tesla Guards
Bandit
Bats Ram Rider Little Prince
Ram Rider
Mini P.E.K.K.A Bandit
Little Prince
Tesla Bandit

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.

Tesla Ram Rider
Mini P.E.K.K.A Bats Tesla Prince Bandit Ram Rider
Tesla Mini P.E.K.K.A Prince Ram Rider Bats Bandit
Tesla Mini P.E.K.K.A Prince Bats Guards Bandit Ram Rider
Mini P.E.K.K.A Prince
Bats Tesla Guards Bandit
Bats Tesla Ram Rider Little Prince
Tesla Bandit Ram Rider
Tesla Mini P.E.K.K.A Prince
Guards Tesla Mini P.E.K.K.A Prince Bandit Little Prince
Bats Guards Tesla Bandit Ram Rider
Tesla Bats Ram Rider
Tesla Mini P.E.K.K.A Prince Bats Guards Bandit Ram Rider
Bats Tesla Mini P.E.K.K.A Guards Prince
Mini P.E.K.K.A Tesla Prince Bandit Ram Rider
Tesla Mini P.E.K.K.A Prince Bandit Ram Rider
Tesla Bats Mini P.E.K.K.A Prince
Tesla Bats Guards Prince Bandit Ram Rider Little Prince
Bats Tesla Guards Bandit Ram Rider Little Prince
Mini P.E.K.K.A Tesla Prince Ram Rider
Bats Tesla Mini P.E.K.K.A Guards Prince Bandit Little Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Tesla Prince Bandit
Bandit Tesla Mini P.E.K.K.A Prince
Guards Bandit Bats Mini P.E.K.K.A Prince Ram Rider
Mini P.E.K.K.A Guards Prince Bats Tesla Bandit Ram Rider
Tesla Mini P.E.K.K.A Guards Prince Bandit Ram Rider
Bats Tesla Ram Rider
Mini P.E.K.K.A Guards Prince Bats Tesla Bandit Ram Rider
Mini P.E.K.K.A Tesla Prince
Bats Mini P.E.K.K.A Prince Bandit
Tesla Guards
Bats Tesla Mini P.E.K.K.A Guards Prince
Guards Prince
Mini P.E.K.K.A Prince Tesla Guards Bandit Ram Rider
Tesla
Tesla Guards Bats Mini P.E.K.K.A Prince Little Prince
Bats Tesla Mini P.E.K.K.A

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.)

Guards Bandit
Bandit Ram Rider
Bandit
Guards Prince
Bats Ram Rider
Ram Rider
Bandit Ram Rider
Bats Mini P.E.K.K.A Guards Prince
Prince Bandit Ram Rider
Bandit
Bandit
Prince
Bandit
Bandit
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Prince Bandit
Little Prince
Prince
Prince
Little Prince
Bandit Ram Rider
Prince Bandit Ram Rider
Bandit
Bats Little Prince
Bats Guards
Mini P.E.K.K.A
Bandit
Prince
Bats Guards Prince Bandit
Ram Rider
Mini P.E.K.K.A Prince
Prince
Bats Guards
Bats
Prince Bandit Little Prince

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