My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Wizard Prince P.E.K.K.A 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 Tornado

Punishments

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

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.

Prince P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado 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.

Skeleton Army Tornado Prince P.E.K.K.A Sparky

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.

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.

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.

Mirror Zap Skeleton Army Tornado Wizard Prince Sparky P.E.K.K.A

Shortest cycle

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

8 Mirror Zap Skeleton Army Tornado

Attack Synergies 8 7

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
Mirror Tornado Prince P.E.K.K.A Sparky
Wizard
Tornado Prince P.E.K.K.A Sparky
Mirror
Zap Skeleton Army Tornado Sparky
Skeleton Army
Mirror Sparky
Tornado
Zap Wizard P.E.K.K.A Sparky Mirror
Prince
Zap Wizard
P.E.K.K.A
Zap Tornado Wizard
Sparky
Zap Tornado Wizard Mirror Skeleton Army

Defense Synergies 6 13

Zap
Mirror Skeleton Army Tornado Prince P.E.K.K.A Sparky
Wizard
Tornado Skeleton Army Prince P.E.K.K.A
Mirror
Zap Skeleton Army Tornado Sparky
Skeleton Army
Mirror Zap Wizard Prince Sparky
Tornado
Wizard Mirror P.E.K.K.A Sparky Zap Prince Sparky
Prince
Zap Wizard Skeleton Army Tornado
P.E.K.K.A
Tornado Zap Wizard
Sparky
Tornado Zap Mirror Skeleton Army Tornado

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 Wizard Sparky
Skeleton Army P.E.K.K.A Sparky Zap Prince
Skeleton Army Tornado Prince P.E.K.K.A Sparky
Skeleton Army Prince P.E.K.K.A Sparky
Skeleton Army Tornado Prince P.E.K.K.A Sparky
Skeleton Army Tornado Zap
Tornado Zap Wizard
Zap P.E.K.K.A Sparky
P.E.K.K.A Sparky Skeleton Army Tornado Prince
Skeleton Army Tornado Prince Sparky
Skeleton Army Zap Wizard Tornado
Zap Wizard Tornado
Skeleton Army Prince P.E.K.K.A Sparky Zap Wizard
Wizard Skeleton Army Sparky Zap Tornado Prince P.E.K.K.A
Skeleton Army P.E.K.K.A Sparky Prince
Skeleton Army Tornado Zap Prince P.E.K.K.A Sparky
Wizard Sparky Skeleton Army Tornado Prince P.E.K.K.A
Zap Wizard Skeleton Army Tornado Prince
Zap Wizard Tornado
P.E.K.K.A Sparky Tornado Prince
Wizard Skeleton Army Prince P.E.K.K.A Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Prince P.E.K.K.A Sparky
Zap Wizard Prince
Skeleton Army P.E.K.K.A Zap Prince Sparky
Skeleton Army Prince P.E.K.K.A Zap Tornado Sparky
P.E.K.K.A Skeleton Army Prince Sparky
Wizard Zap Tornado
Skeleton Army Prince P.E.K.K.A Sparky
P.E.K.K.A Skeleton Army Prince Sparky
Zap P.E.K.K.A Skeleton Army Tornado Prince Sparky
P.E.K.K.A Skeleton Army Sparky
P.E.K.K.A Prince Sparky
Skeleton Army P.E.K.K.A Zap Tornado Prince
Skeleton Army Prince P.E.K.K.A Wizard Sparky
Wizard Skeleton Army Sparky
Skeleton Army Sparky Zap Tornado Prince P.E.K.K.A
Zap Wizard P.E.K.K.A Sparky

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 Tornado
Sparky
Prince Sparky
Wizard Zap Sparky
Wizard Zap Tornado
Wizard Tornado Sparky
Zap Wizard Tornado
Zap Wizard Tornado
Tornado Prince Sparky
Zap Wizard Tornado Prince Sparky
Zap Wizard Tornado
Sparky
Zap Prince Sparky
Zap Wizard Sparky
Wizard Sparky
Tornado Sparky
Sparky
Zap Wizard Prince Sparky
Zap Wizard Tornado
Prince Sparky
Wizard Tornado
Tornado Prince Sparky
Zap
Zap Tornado Wizard Sparky
Zap Wizard Tornado Sparky
Zap Wizard Tornado Prince Sparky
Zap Tornado Sparky
Zap Wizard Tornado Sparky
Zap Wizard
Sparky
Zap Wizard Sparky
Zap Sparky
P.E.K.K.A Prince Sparky
Wizard Sparky
Zap Skeleton Army Prince
Zap Wizard Tornado
Wizard Prince Sparky
Zap Wizard
Zap Tornado Sparky
Prince P.E.K.K.A Sparky
Zap Tornado Sparky
Zap Tornado
Zap Tornado Prince Sparky

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