My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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.

Electro Wizard Inferno 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.

Elixir Collector Dark Prince Golem Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Golem

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 Dark Prince

Pump responses

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

Fireball Elixir Collector

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 Dark Prince Golem

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 Dark Prince Golem 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
Guards Dark Prince Inferno Dragon
Giant Snowball
Guards Inferno Dragon
Zap
Guards Dark Prince Inferno Dragon
Barbarian Barrel
Guards Dark Prince Electro Wizard
The Log
Mini P.E.K.K.A Guards Dark Prince
Earthquake
Elixir Collector Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Guards Dark Prince Electro Wizard Inferno Dragon
Fireball
Elixir Collector Electro Wizard Inferno Dragon
Poison
Elixir Collector Guards Electro Wizard
Lightning
Mini P.E.K.K.A Elixir Collector Dark Prince Electro Wizard Inferno Dragon
Rocket
Elixir Collector Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Dark Prince

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.

Mini P.E.K.K.A Elixir Collector Guards Dark Prince Golem Inferno Dragon

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

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Fireball Mini P.E.K.K.A Dark Prince Electro Wizard Inferno Dragon Elixir Collector Golem

Shortest cycle

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

15 Guards Fireball Mini P.E.K.K.A Dark Prince

Attack Synergies 1 8

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.

Fireball
Golem Dark Prince Electro Wizard
Mini P.E.K.K.A
Dark Prince Golem Electro Wizard
Elixir Collector
Guards
Dark Prince
Fireball Mini P.E.K.K.A Golem Electro Wizard
Golem
Fireball Mini P.E.K.K.A Dark Prince Electro Wizard
Electro Wizard
Fireball Mini P.E.K.K.A Dark Prince Golem
Inferno Dragon

Defense Synergies 1 7

Fireball
Mini P.E.K.K.A Dark Prince Electro Wizard
Mini P.E.K.K.A
Electro Wizard Fireball Guards
Elixir Collector
Guards
Mini P.E.K.K.A Electro Wizard
Dark Prince
Fireball Electro Wizard
Golem
Electro Wizard
Mini P.E.K.K.A Fireball Guards Dark Prince Inferno Dragon
Inferno Dragon
Electro Wizard

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 Electro Wizard
Mini P.E.K.K.A Inferno Dragon Dark Prince Electro Wizard
Mini P.E.K.K.A Dark Prince Electro Wizard Inferno Dragon
Mini P.E.K.K.A Inferno Dragon Guards Dark Prince Electro Wizard
Fireball Mini P.E.K.K.A Dark Prince
Fireball Guards Dark Prince Electro Wizard
Electro Wizard Inferno Dragon Fireball
Fireball Electro Wizard
Mini P.E.K.K.A Inferno Dragon
Guards Mini P.E.K.K.A Dark Prince Electro Wizard
Guards Electro Wizard Fireball Dark Prince
Inferno Dragon Fireball Electro Wizard
Mini P.E.K.K.A Fireball Guards Dark Prince Electro Wizard
Fireball Mini P.E.K.K.A Guards Dark Prince Electro Wizard
Mini P.E.K.K.A Inferno Dragon Electro Wizard
Fireball Mini P.E.K.K.A Electro Wizard Inferno Dragon
Fireball Mini P.E.K.K.A Dark Prince Electro Wizard
Fireball Guards Dark Prince Electro Wizard
Fireball Guards Dark Prince Electro Wizard Inferno Dragon
Mini P.E.K.K.A Electro Wizard Inferno Dragon
Dark Prince Fireball Mini P.E.K.K.A Guards Electro Wizard

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 Fireball Dark Prince Electro Wizard
Fireball Electro Wizard Mini P.E.K.K.A Inferno Dragon
Guards Mini P.E.K.K.A Dark Prince Electro Wizard
Mini P.E.K.K.A Guards Dark Prince Fireball Electro Wizard
Mini P.E.K.K.A Guards Dark Prince Inferno Dragon
Fireball Electro Wizard
Mini P.E.K.K.A Guards Dark Prince Fireball Electro Wizard
Mini P.E.K.K.A Dark Prince Inferno Dragon
Electro Wizard Fireball Mini P.E.K.K.A Dark Prince Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Mini P.E.K.K.A Guards Dark Prince
Fireball Guards Dark Prince Electro Wizard
Mini P.E.K.K.A Dark Prince Fireball Guards
Fireball
Guards Electro Wizard Fireball Mini P.E.K.K.A Dark Prince Inferno Dragon
Fireball Mini P.E.K.K.A Dark Prince Electro Wizard Inferno Dragon

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 Guards
Fireball Electro Wizard
Fireball
Fireball Guards Dark Prince
Fireball Dark Prince
Fireball
Fireball
Fireball
Fireball Mini P.E.K.K.A Guards Electro Wizard
Fireball Dark Prince Electro Wizard
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Dark Prince Electro Wizard
Fireball
Fireball
Fireball
Fireball
Fireball Dark Prince
Inferno Dragon
Fireball Electro Wizard
Fireball
Fireball
Fireball Electro Wizard
Electro Wizard Fireball Guards
Fireball Mini P.E.K.K.A
Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Fireball Guards Dark Prince
Fireball Electro Wizard
Fireball
Fireball Mini P.E.K.K.A Dark Prince Electro Wizard
Fireball
Fireball
Dark Prince
Fireball Guards Electro Wizard
Fireball Electro Wizard
Fireball Dark Prince Electro Wizard

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