My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon

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.

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

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.

Fireball

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 Battle Ram Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians Mini P.E.K.K.A Battle Ram Baby Dragon 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.

Mini 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
Battle Ram Skeleton Army Prince
Giant Snowball
Barbarians Battle Ram Skeleton Army Baby Dragon
Zap
Battle Ram Skeleton Army Prince
Barbarian Barrel
Barbarians Battle Ram Skeleton Army
The Log
Barbarians Mini P.E.K.K.A Battle Ram Skeleton Army Prince
Earthquake
Barbarians Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Barbarians Mini P.E.K.K.A Battle Ram Skeleton Army Baby Dragon Prince P.E.K.K.A
Fireball
Barbarians Battle Ram Skeleton Army Baby Dragon
Poison
Barbarians Skeleton Army
Lightning
Mini P.E.K.K.A Battle Ram Baby Dragon Prince
Rocket
Barbarians Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon

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.

Mini P.E.K.K.A Battle Ram Skeleton Army Baby Dragon 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.

Fireball 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.

Barbarians Fireball

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.

Skeleton Army Fireball Mini P.E.K.K.A Battle Ram Baby Dragon Barbarians Prince P.E.K.K.A

Shortest cycle

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

15 Skeleton Army Fireball Mini P.E.K.K.A Battle Ram

Attack Synergies 0 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.

Barbarians
Fireball
Battle Ram Baby Dragon
Mini P.E.K.K.A
Baby Dragon
Battle Ram
Fireball Baby Dragon P.E.K.K.A
Skeleton Army
Baby Dragon
Fireball Mini P.E.K.K.A Battle Ram Prince P.E.K.K.A
Prince
Baby Dragon
P.E.K.K.A
Battle Ram Baby Dragon

Defense Synergies 0 7

Barbarians
Skeleton Army
Fireball
Mini P.E.K.K.A
Mini P.E.K.K.A
Fireball Skeleton Army Baby Dragon
Battle Ram
Skeleton Army
Barbarians Mini P.E.K.K.A Prince
Baby Dragon
Mini P.E.K.K.A Prince P.E.K.K.A
Prince
Skeleton Army Baby Dragon
P.E.K.K.A
Baby Dragon

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.

Fireball Baby Dragon
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Prince
Barbarians Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Barbarians Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Barbarians Fireball Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Fireball Skeleton Army Baby Dragon
Fireball Baby Dragon
Barbarians Fireball Baby Dragon P.E.K.K.A
Barbarians Mini P.E.K.K.A P.E.K.K.A Skeleton Army Prince
Skeleton Army Barbarians Mini P.E.K.K.A Prince
Barbarians Skeleton Army Fireball Baby Dragon
Fireball Baby Dragon
Barbarians Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A Fireball
Fireball Skeleton Army Barbarians Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A
Barbarians Mini P.E.K.K.A Skeleton Army P.E.K.K.A Prince
Barbarians Skeleton Army Fireball Mini P.E.K.K.A Prince P.E.K.K.A
Barbarians Fireball Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Fireball Barbarians Skeleton Army Baby Dragon Prince
Baby Dragon Barbarians Fireball
Barbarians Mini P.E.K.K.A P.E.K.K.A Prince
Skeleton Army Barbarians Fireball Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Skeleton Army Fireball Prince P.E.K.K.A
Fireball Mini P.E.K.K.A Baby Dragon Prince
Barbarians Skeleton Army P.E.K.K.A Mini P.E.K.K.A Prince
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Mini P.E.K.K.A Skeleton Army Prince
Fireball Baby Dragon
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A Barbarians Fireball
Mini P.E.K.K.A P.E.K.K.A Barbarians Skeleton Army Prince
P.E.K.K.A Barbarians Fireball Mini P.E.K.K.A Skeleton Army Baby Dragon Prince
P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Barbarians Mini P.E.K.K.A Prince
Skeleton Army P.E.K.K.A Barbarians Fireball Prince
Barbarians Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A Fireball
Barbarians Fireball Skeleton Army Baby Dragon
Barbarians Skeleton Army Fireball Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A
Barbarians Fireball Mini P.E.K.K.A Baby Dragon 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.)

Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Barbarians Fireball Prince
Fireball Baby Dragon
Fireball Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Mini P.E.K.K.A Prince
Fireball Prince
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Prince
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Baby Dragon Prince
Fireball Baby Dragon
Fireball Baby Dragon Prince
Fireball
Prince
Barbarians Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Prince
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Mini P.E.K.K.A
Fireball
Fireball
P.E.K.K.A Prince
Fireball
Barbarians Fireball Skeleton Army Prince
Fireball Baby Dragon
Fireball
Fireball Mini P.E.K.K.A Baby Dragon Prince
Fireball Baby Dragon
Fireball
Prince P.E.K.K.A
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Prince

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