My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Wizard Princess

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.

Royal Giant Elixir Golem Wizard Princess Royal Ghost

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Missing

Punishments

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

Royal Giant Elite Barbarians Elixir Golem Mini P.E.K.K.A Princess Royal Ghost

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.

Minion Horde Royal Giant Elite Barbarians Elixir Golem Mini P.E.K.K.A Princess Royal Ghost

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.

Elite Barbarians Mini P.E.K.K.A Royal Ghost

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
Minion Horde Royal Giant Elite Barbarians Elixir Golem
Giant Snowball
Minion Horde Princess
Zap
Minion Horde Royal Giant Princess
Barbarian Barrel
Elite Barbarians Elixir Golem Wizard Princess Royal Ghost
The Log
Royal Giant Elite Barbarians Elixir Golem Mini P.E.K.K.A Princess
Earthquake
Elixir Golem
Arrows
Minion Horde Princess
Royal Delivery
Minion Horde Elite Barbarians Elixir Golem Mini P.E.K.K.A Wizard Princess Royal Ghost
Fireball
Minion Horde Elite Barbarians Elixir Golem Wizard Princess
Poison
Minion Horde Elixir Golem Wizard Princess
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard
Rocket
Minion Horde Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Princess

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Princess Royal Ghost

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.

Elixir Golem Mini P.E.K.K.A Princess Royal Ghost

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.

Royal Giant Elite Barbarians Princess

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.

Minion Horde 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Elixir Golem Princess Royal Ghost Mini P.E.K.K.A Minion Horde Wizard Royal Giant Elite Barbarians

Shortest cycle

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

13 Elixir Golem Princess Royal Ghost Mini P.E.K.K.A

Attack Synergies 0 14

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.

Minion Horde
Royal Giant
Royal Giant
Minion Horde Elite Barbarians Wizard Princess Royal Ghost
Elite Barbarians
Royal Giant Wizard Royal Ghost
Elixir Golem
Mini P.E.K.K.A Wizard Royal Ghost
Mini P.E.K.K.A
Elixir Golem Wizard Princess
Wizard
Royal Giant Elite Barbarians Elixir Golem Mini P.E.K.K.A Royal Ghost
Princess
Royal Giant Mini P.E.K.K.A Royal Ghost
Royal Ghost
Royal Giant Elite Barbarians Elixir Golem Wizard Princess

Defense Synergies 0 7

Minion Horde
Royal Giant
Elite Barbarians
Mini P.E.K.K.A Wizard
Elixir Golem
Mini P.E.K.K.A
Elite Barbarians Wizard Princess Royal Ghost
Wizard
Elite Barbarians Mini P.E.K.K.A Royal Ghost
Princess
Mini P.E.K.K.A Royal Ghost
Royal Ghost
Mini P.E.K.K.A Wizard Princess

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.

Minion Horde Wizard
Minion Horde Elite Barbarians Mini P.E.K.K.A
Minion Horde Mini P.E.K.K.A Elite Barbarians
Minion Horde Elite Barbarians Mini P.E.K.K.A
Elite Barbarians Mini P.E.K.K.A Princess
Royal Ghost
Minion Horde Wizard Princess
Minion Horde Mini P.E.K.K.A Elite Barbarians Princess
Elite Barbarians Minion Horde Mini P.E.K.K.A Royal Ghost
Minion Horde Wizard Princess Royal Ghost
Minion Horde Wizard Princess
Minion Horde Mini P.E.K.K.A Elite Barbarians Wizard
Wizard Minion Horde Mini P.E.K.K.A Princess Royal Ghost
Elite Barbarians Mini P.E.K.K.A Minion Horde
Minion Horde Elite Barbarians Mini P.E.K.K.A
Minion Horde Wizard Elite Barbarians Mini P.E.K.K.A
Minion Horde Elite Barbarians Wizard Royal Ghost
Wizard Princess Royal Ghost
Mini P.E.K.K.A Elite Barbarians
Wizard Royal Ghost Minion Horde Elite Barbarians Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Elite Barbarians Royal Ghost
Elite Barbarians Mini P.E.K.K.A Wizard Royal Ghost
Minion Horde Elite Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A Minion Horde Elite Barbarians
Minion Horde Elite Barbarians Mini P.E.K.K.A
Wizard Minion Horde Princess
Mini P.E.K.K.A Minion Horde Elite Barbarians
Mini P.E.K.K.A Minion Horde Elite Barbarians
Minion Horde Elite Barbarians Mini P.E.K.K.A
Minion Horde
Minion Horde Elite Barbarians Mini P.E.K.K.A
Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Minion Horde Wizard
Wizard Minion Horde Princess
Elite Barbarians Minion Horde Mini P.E.K.K.A
Minion Horde Elite Barbarians Mini P.E.K.K.A Wizard Princess Royal Ghost

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.)

Princess Minion Horde Royal Ghost
Princess Royal Ghost
Minion Horde
Wizard Minion Horde
Wizard Minion Horde Princess
Minion Horde Wizard Princess
Wizard Princess
Wizard
Minion Horde Elite Barbarians Mini P.E.K.K.A
Minion Horde Wizard Princess
Wizard Princess
Elite Barbarians Princess
Minion Horde Princess
Princess Elite Barbarians
Minion Horde Wizard Princess
Minion Horde Wizard Princess
Minion Horde Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Princess
Wizard Princess
Minion Horde
Wizard Princess
Minion Horde
Wizard Princess
Minion Horde
Wizard Princess Royal Ghost
Wizard Princess
Elite Barbarians Minion Horde Wizard Princess
Minion Horde Wizard
Minion Horde Elite Barbarians Mini P.E.K.K.A
Minion Horde Wizard
Minion Horde Princess
Minion Horde
Wizard Princess
Minion Horde Princess
Wizard Princess
Minion Horde Mini P.E.K.K.A Wizard Princess
Wizard Princess
Minion Horde Elite Barbarians
Minion Horde Elite Barbarians Princess
Princess
Princess Royal Ghost

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