My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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.

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.

Bomber Dark Prince Balloon 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.

Balloon Graveyard

Damage spells

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

Arrows Tornado

Punishments

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

Dark Prince Balloon Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Dark Prince Balloon 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.

Dark Prince Balloon Electro Wizard Graveyard

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
Bomber Dark Prince Balloon Graveyard
Giant Snowball
Bomber Balloon Graveyard
Zap
Bomber Dark Prince Balloon Graveyard
Barbarian Barrel
Bomber Dark Prince Electro Wizard Graveyard
The Log
Bomber Dark Prince Graveyard
Earthquake
Bomber Graveyard
Arrows
Bomber Graveyard
Royal Delivery
Bomber Dark Prince Balloon P.E.K.K.A Electro Wizard Graveyard
Fireball
Bomber Balloon Electro Wizard
Poison
Bomber Balloon Electro Wizard Graveyard
Lightning
Dark Prince Balloon Electro Wizard
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Tornado 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.

Arrows Tornado 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.

Graveyard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Tornado Dark Prince Electro Wizard Balloon Graveyard P.E.K.K.A

Shortest cycle

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

12 Bomber Arrows Tornado Dark Prince

Attack Synergies 6 13

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.

Bomber
Dark Prince P.E.K.K.A Graveyard
Arrows
Balloon P.E.K.K.A Graveyard Dark Prince
Tornado
P.E.K.K.A Dark Prince Balloon Graveyard
Dark Prince
Bomber Arrows Tornado Balloon Electro Wizard Graveyard
Balloon
Arrows Tornado Dark Prince Electro Wizard Graveyard
P.E.K.K.A
Arrows Tornado Electro Wizard Bomber Graveyard
Electro Wizard
P.E.K.K.A Graveyard Dark Prince Balloon
Graveyard
Arrows Electro Wizard Bomber Tornado Dark Prince Balloon P.E.K.K.A

Defense Synergies 1 11

Bomber
Tornado Dark Prince P.E.K.K.A Electro Wizard
Arrows
Tornado Dark Prince P.E.K.K.A
Tornado
P.E.K.K.A Bomber Arrows Dark Prince Electro Wizard
Dark Prince
Bomber Arrows Tornado Electro Wizard
Balloon
P.E.K.K.A
Tornado Bomber Arrows Electro Wizard
Electro Wizard
Bomber Tornado Dark Prince P.E.K.K.A
Graveyard

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.

Bomber Electro Wizard
P.E.K.K.A Bomber Dark Prince Electro Wizard
Tornado P.E.K.K.A Bomber Dark Prince Electro Wizard
P.E.K.K.A Bomber Dark Prince Electro Wizard
Bomber Arrows Tornado Dark Prince P.E.K.K.A
Arrows Tornado Bomber Dark Prince Electro Wizard
Tornado Electro Wizard Arrows
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Tornado Bomber Dark Prince Electro Wizard
Electro Wizard Bomber Arrows Tornado Dark Prince
Arrows Tornado Electro Wizard
P.E.K.K.A Bomber Dark Prince Electro Wizard
Bomber Arrows Tornado Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado P.E.K.K.A Electro Wizard
Bomber Arrows Tornado Dark Prince P.E.K.K.A Electro Wizard
Arrows Bomber Tornado Dark Prince Electro Wizard
Arrows Tornado Bomber Dark Prince Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Bomber Dark Prince Arrows 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.

Dark Prince P.E.K.K.A Electro Wizard
Electro Wizard Bomber Arrows
P.E.K.K.A Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Dark Prince
Arrows Tornado Electro Wizard
Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Dark Prince
P.E.K.K.A Electro Wizard Tornado Dark Prince
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Arrows Tornado Dark Prince Electro Wizard
Dark Prince P.E.K.K.A
Bomber
Electro Wizard Bomber Tornado Dark Prince P.E.K.K.A
Arrows Bomber Dark Prince 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
Arrows Tornado Electro Wizard
Arrows
Arrows Dark Prince
Bomber Arrows Dark Prince
Arrows Tornado
Bomber Arrows Tornado
Arrows Tornado
Arrows Tornado
Tornado Electro Wizard
Arrows Tornado Dark Prince Electro Wizard
Arrows Tornado
Arrows
Arrows
Bomber Arrows
Arrows
Arrows Tornado
Bomber
Bomber Arrows Dark Prince Electro Wizard
Bomber Arrows Tornado
Arrows Tornado
Tornado
Arrows
Arrows Tornado Bomber Dark Prince
Arrows Tornado Electro Wizard
Arrows Tornado
Arrows Tornado
Arrows Tornado Electro Wizard
Electro Wizard
Bomber Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Dark Prince
Arrows Tornado Electro Wizard
Arrows
Dark Prince Electro Wizard
Arrows Bomber
Arrows Tornado
Dark Prince P.E.K.K.A
Tornado Electro Wizard
Tornado Electro Wizard
Tornado Dark Prince Electro Wizard

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