My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 warnings Why?

Missing cards in your collection

Void Phoenix Mother Witch Mighty Miner Monk

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!
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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

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.

Dark Prince Witch P.E.K.K.A Skeleton King

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.

Arrows Rage

Punishments

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

Elite Barbarians 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.

Barbarians Elite Barbarians Dark Prince P.E.K.K.A Skeleton King

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince Skeleton King

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.

Arrows Rage 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.

Elite Barbarians

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.

Barbarians 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Dark Prince Skeleton King Barbarians Witch Elite Barbarians P.E.K.K.A

Shortest cycle

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

13 Rage Arrows Dark Prince Skeleton King

Attack Synergies 4 5

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.

Arrows
Elite Barbarians P.E.K.K.A Dark Prince
Barbarians
Elite Barbarians
Arrows Rage
Rage
Elite Barbarians Witch Dark Prince
Dark Prince
Arrows Rage Witch
Witch
Rage Dark Prince P.E.K.K.A Skeleton King
P.E.K.K.A
Arrows Witch
Skeleton King
Witch

Defense Synergies 1 4

Arrows
Barbarians Dark Prince P.E.K.K.A
Barbarians
Arrows
Elite Barbarians
Dark Prince
Rage
Dark Prince
Elite Barbarians Arrows Witch
Witch
Dark Prince
P.E.K.K.A
Arrows
Skeleton King

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.

Barbarians Elite Barbarians P.E.K.K.A Dark Prince Witch
Barbarians Witch P.E.K.K.A Elite Barbarians Dark Prince
Barbarians Elite Barbarians Witch P.E.K.K.A Dark Prince Skeleton King
Arrows Barbarians Elite Barbarians Dark Prince P.E.K.K.A
Arrows Dark Prince
Arrows Witch
Arrows Barbarians P.E.K.K.A
Barbarians Witch P.E.K.K.A Elite Barbarians Skeleton King
Elite Barbarians Barbarians Dark Prince
Barbarians Witch Arrows Dark Prince Skeleton King
Arrows Witch
Barbarians P.E.K.K.A Elite Barbarians Dark Prince Witch
Arrows Barbarians Dark Prince Witch P.E.K.K.A Skeleton King
Barbarians Elite Barbarians P.E.K.K.A Skeleton King
Barbarians Elite Barbarians P.E.K.K.A
Barbarians Arrows Elite Barbarians Dark Prince Witch P.E.K.K.A
Arrows Barbarians Elite Barbarians Dark Prince Witch
Arrows Witch Barbarians Dark Prince
Barbarians P.E.K.K.A Elite Barbarians
Dark Prince Arrows Barbarians Elite Barbarians Witch P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Elite Barbarians Dark Prince Witch P.E.K.K.A
Arrows Elite Barbarians
Barbarians P.E.K.K.A Elite Barbarians Dark Prince Witch
Dark Prince P.E.K.K.A Barbarians Elite Barbarians
Barbarians P.E.K.K.A Elite Barbarians Dark Prince Witch
Arrows Witch
Dark Prince P.E.K.K.A Barbarians Elite Barbarians Witch
P.E.K.K.A Barbarians Elite Barbarians Dark Prince
P.E.K.K.A Barbarians Elite Barbarians Dark Prince Witch
Witch P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Elite Barbarians Dark Prince Witch
P.E.K.K.A Arrows Barbarians Elite Barbarians Dark Prince
Barbarians Elite Barbarians Dark Prince P.E.K.K.A Witch Skeleton King
Barbarians Witch
Barbarians Elite Barbarians Witch Dark Prince P.E.K.K.A Skeleton King
Arrows Barbarians Elite Barbarians Dark Prince Witch P.E.K.K.A Skeleton King

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.)

Arrows
Arrows
Arrows
Arrows Barbarians Dark Prince
Arrows Dark Prince
Arrows Witch
Arrows Witch
Arrows
Arrows
Elite Barbarians
Arrows Dark Prince
Arrows
Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows Witch
Arrows
Arrows
Arrows Dark Prince
Arrows Witch
Arrows
Arrows Barbarians
Arrows Dark Prince Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Elite Barbarians Arrows Witch
Witch
Elite Barbarians
Arrows
Arrows
P.E.K.K.A
Arrows
Barbarians Dark Prince Witch
Arrows Witch
Arrows
Dark Prince
Arrows Skeleton King
Arrows
Elite Barbarians Dark Prince P.E.K.K.A
Elite Barbarians Witch Skeleton King
Witch
Dark Prince Witch

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