My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Firecracker Battle Ram Prince P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

Punishments

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

Battle Ram 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.

Battle Ram Prince P.E.K.K.A

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.

Firecracker Electro Wizard

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
Battle Ram Guards Prince
Giant Snowball
Battle Ram Guards
Zap
Firecracker Battle Ram Guards Prince
Barbarian Barrel
Firecracker Battle Ram Guards Electro Wizard
The Log
Firecracker Battle Ram Guards Prince
Earthquake
Firecracker Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Battle Ram Guards Prince P.E.K.K.A Electro Wizard
Fireball
Firecracker Battle Ram Electro Wizard
Poison
Firecracker Guards Electro Wizard
Lightning
Battle Ram Prince Electro Wizard
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Battle Ram Guards Prince P.E.K.K.A

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.

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.

Mirror Arrows Firecracker Guards Battle Ram Electro Wizard Prince P.E.K.K.A

Shortest cycle

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

9 Mirror Arrows Firecracker Guards

Attack Synergies 3 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.

Arrows
Mirror P.E.K.K.A Battle Ram Prince
Firecracker
Battle Ram Mirror Prince P.E.K.K.A
Battle Ram
Arrows Firecracker Mirror P.E.K.K.A Electro Wizard
Mirror
Arrows Firecracker Battle Ram
Guards
Prince
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Firecracker Battle Ram
Electro Wizard
P.E.K.K.A Battle Ram Prince

Defense Synergies 1 12

Arrows
Mirror Prince P.E.K.K.A
Firecracker
Mirror Guards Prince P.E.K.K.A Electro Wizard
Battle Ram
Mirror
Arrows Firecracker Electro Wizard
Guards
Firecracker Prince Electro Wizard
Prince
Arrows Firecracker Guards Electro Wizard
P.E.K.K.A
Arrows Firecracker Electro Wizard
Electro Wizard
Firecracker Mirror Guards Prince P.E.K.K.A

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.

Firecracker Electro Wizard
P.E.K.K.A Firecracker Prince Electro Wizard
Prince P.E.K.K.A Electro Wizard
Prince P.E.K.K.A Firecracker Guards Electro Wizard
Arrows Firecracker Prince P.E.K.K.A
Arrows Firecracker Guards Electro Wizard
Electro Wizard Arrows Firecracker
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Prince
Guards Firecracker Prince Electro Wizard
Guards Electro Wizard Arrows Firecracker
Arrows Firecracker Electro Wizard
Prince P.E.K.K.A Guards Electro Wizard
Arrows Firecracker Guards Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Prince Electro Wizard
Prince P.E.K.K.A Electro Wizard
Arrows Firecracker Prince P.E.K.K.A Electro Wizard
Arrows Firecracker Guards Prince Electro Wizard
Arrows Firecracker Guards Electro Wizard
P.E.K.K.A Prince Electro Wizard
Arrows Firecracker Guards Prince 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.

Guards Prince P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker Prince
Guards P.E.K.K.A Prince Electro Wizard
Guards Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Prince
Arrows Firecracker Electro Wizard
Guards Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Prince
P.E.K.K.A Electro Wizard Firecracker Prince
P.E.K.K.A Guards
P.E.K.K.A Guards Prince
P.E.K.K.A Arrows Guards Prince Electro Wizard
Prince P.E.K.K.A Guards
Firecracker
Guards Electro Wizard Firecracker Prince P.E.K.K.A
Arrows Firecracker P.E.K.K.A 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.)

Arrows Firecracker Guards
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker Guards Prince
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Guards Prince Electro Wizard
Firecracker Arrows Prince Electro Wizard
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker Prince
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Prince Electro Wizard
Arrows Firecracker
Prince
Arrows
Prince
Arrows
Arrows Firecracker
Arrows Firecracker Electro Wizard
Arrows Prince
Arrows Firecracker
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker Guards
Arrows
Arrows Firecracker Electro Wizard
P.E.K.K.A Prince
Arrows Firecracker
Electro Wizard Guards Prince
Arrows Firecracker Electro Wizard
Arrows
Firecracker Prince Electro Wizard
Arrows Firecracker
Arrows
Firecracker Prince P.E.K.K.A
Firecracker Guards Electro Wizard
Firecracker Electro Wizard
Firecracker Prince Electro Wizard

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