My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ice 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.

Giant Wizard Prince P.E.K.K.A Ice Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Fireball

Punishments

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

Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Ice Wizard

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.

Arrows Guards Prince P.E.K.K.A Ice Wizard

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 Wizard Ice 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.

Arrows Guards Ice Wizard Fireball Giant Wizard Prince P.E.K.K.A

Shortest cycle

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

13 Arrows Guards Ice Wizard Fireball

Attack Synergies 4 9

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
Fireball Giant P.E.K.K.A Prince
Fireball
Arrows Giant
Giant
Arrows Prince Fireball Wizard Guards Ice Wizard
Wizard
Giant Prince P.E.K.K.A
Guards
Giant
Prince
Giant Arrows Wizard Ice Wizard
P.E.K.K.A
Arrows Wizard Ice Wizard
Ice Wizard
Giant Prince P.E.K.K.A

Defense Synergies 0 13

Arrows
Fireball Prince P.E.K.K.A Ice Wizard
Fireball
Arrows Ice Wizard
Giant
Wizard
Guards Prince P.E.K.K.A Ice Wizard
Guards
Wizard Prince Ice Wizard
Prince
Arrows Wizard Guards Ice Wizard
P.E.K.K.A
Arrows Wizard Ice Wizard
Ice Wizard
Arrows Fireball Wizard 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.

Fireball Wizard
P.E.K.K.A Prince Ice Wizard
Prince P.E.K.K.A Ice Wizard
Prince P.E.K.K.A Guards Ice Wizard
Arrows Fireball Prince P.E.K.K.A
Arrows Fireball Guards Ice Wizard
Arrows Fireball Wizard Ice Wizard
Arrows Fireball P.E.K.K.A
P.E.K.K.A Prince Ice Wizard
Guards Prince Ice Wizard
Guards Ice Wizard Arrows Fireball Wizard
Arrows Fireball Wizard Ice Wizard
Prince P.E.K.K.A Fireball Wizard Guards Ice Wizard
Fireball Wizard Arrows Guards Prince P.E.K.K.A
P.E.K.K.A Prince
Fireball Prince P.E.K.K.A
Wizard Arrows Fireball Prince P.E.K.K.A
Arrows Fireball Wizard Guards Prince Ice Wizard
Arrows Wizard Fireball Guards Ice Wizard
P.E.K.K.A Prince
Wizard Arrows Fireball Guards Prince P.E.K.K.A

Counters to secondary win conditions

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

Guards Fireball Prince P.E.K.K.A
Fireball Arrows Wizard Prince
Guards P.E.K.K.A Prince
Guards Prince P.E.K.K.A Fireball
P.E.K.K.A Guards Prince
Arrows Fireball Wizard Ice Wizard
Guards Prince P.E.K.K.A Fireball Ice Wizard
P.E.K.K.A Prince
P.E.K.K.A Fireball Prince
P.E.K.K.A Guards
P.E.K.K.A Guards Prince
P.E.K.K.A Arrows Fireball Guards Prince
Prince P.E.K.K.A Fireball Wizard Guards
Wizard Fireball
Guards Fireball Prince P.E.K.K.A
Arrows Fireball Wizard P.E.K.K.A Ice 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.)

Fireball Arrows Guards
Arrows Fireball Ice Wizard
Arrows Fireball
Arrows Fireball Guards Prince
Fireball Wizard Arrows
Arrows Fireball Wizard Ice Wizard
Arrows Wizard
Arrows Fireball Wizard Ice Wizard
Arrows Fireball Wizard
Fireball Guards Prince
Arrows Fireball Wizard Prince
Fireball Arrows Wizard
Fireball
Arrows Fireball
Arrows Fireball Prince
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Prince
Arrows Fireball Wizard
Fireball Prince
Arrows Fireball Wizard
Prince
Arrows Fireball
Arrows Fireball Wizard Ice Wizard
Arrows Fireball Wizard Ice Wizard
Fireball Arrows Wizard Prince
Fireball Arrows
Arrows Fireball Wizard Ice Wizard
Fireball Wizard Guards
Fireball
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A Prince
Arrows Fireball Wizard
Fireball Guards Prince
Fireball Arrows Wizard Ice Wizard
Arrows Fireball
Fireball Wizard Prince
Arrows Fireball Wizard
Arrows Fireball
Prince P.E.K.K.A
Fireball Guards
Fireball
Fireball Prince

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