My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 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.

Fire Spirit Archers Executioner Ice 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.

Archers Prince Executioner P.E.K.K.A Ice Wizard Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

Punishments

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

Prince

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.

Fire Spirit 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
Archers Prince Inferno Dragon
Giant Snowball
Fire Spirit Archers Inferno Dragon
Zap
Fire Spirit Archers Prince Inferno Dragon
Barbarian Barrel
Fire Spirit Archers Executioner Ice Wizard
The Log
Fire Spirit Archers Prince
Earthquake
Archers
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Prince Executioner P.E.K.K.A Ice Wizard Inferno Dragon
Fireball
Archers Executioner Ice Wizard Inferno Dragon
Poison
Archers Executioner Ice Wizard
Lightning
Prince Executioner Ice Wizard Inferno Dragon
Rocket
Prince Executioner Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Executioner Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Executioner 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.

Fire Spirit Prince Executioner P.E.K.K.A Ice Wizard Inferno Dragon

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.

Fire Spirit 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.

Fire Spirit Zap Archers Ice Wizard Inferno Dragon Prince Executioner P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Archers Ice Wizard

Attack Synergies 3 12

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.

Fire Spirit
P.E.K.K.A Zap Prince Inferno Dragon
Zap
Prince P.E.K.K.A Fire Spirit Archers Executioner Ice Wizard
Archers
Zap Prince P.E.K.K.A Inferno Dragon
Prince
Zap Fire Spirit Archers Ice Wizard
Executioner
Zap P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Archers Executioner Ice Wizard
Ice Wizard
Zap Prince P.E.K.K.A
Inferno Dragon
Fire Spirit Archers

Defense Synergies 0 14

Fire Spirit
Zap P.E.K.K.A
Zap
Fire Spirit Archers Prince Executioner P.E.K.K.A Ice Wizard Inferno Dragon
Archers
Zap P.E.K.K.A Ice Wizard
Prince
Zap Executioner Ice Wizard
Executioner
Zap Prince
P.E.K.K.A
Fire Spirit Zap Archers Ice Wizard
Ice Wizard
Zap Archers Prince P.E.K.K.A Inferno Dragon
Inferno Dragon
Zap Ice 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.

Zap Executioner
P.E.K.K.A Inferno Dragon Zap Prince Executioner Ice Wizard
Prince P.E.K.K.A Fire Spirit Archers Executioner Ice Wizard Inferno Dragon
Prince P.E.K.K.A Inferno Dragon Ice Wizard
Prince P.E.K.K.A
Fire Spirit Zap Archers Executioner Ice Wizard
Inferno Dragon Fire Spirit Zap Archers Executioner Ice Wizard
Zap P.E.K.K.A
P.E.K.K.A Inferno Dragon Prince Ice Wizard
Fire Spirit Archers Prince Ice Wizard
Archers Executioner Ice Wizard Zap
Executioner Inferno Dragon Zap Archers Ice Wizard
Prince P.E.K.K.A Fire Spirit Zap Ice Wizard
Fire Spirit Executioner Zap Prince P.E.K.K.A
P.E.K.K.A Inferno Dragon Prince
Zap Prince P.E.K.K.A Inferno Dragon
Prince Executioner P.E.K.K.A
Fire Spirit Zap Archers Prince Executioner Ice Wizard
Zap Executioner Fire Spirit Archers Ice Wizard Inferno Dragon
P.E.K.K.A Prince Inferno Dragon
Fire Spirit Archers Prince Executioner P.E.K.K.A

Counters to secondary win conditions

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

Zap Archers Prince P.E.K.K.A
Zap Archers Prince Executioner Inferno Dragon
P.E.K.K.A Zap Prince
Prince P.E.K.K.A Zap
P.E.K.K.A Prince Executioner Inferno Dragon
Fire Spirit Executioner Zap Archers Ice Wizard
Prince P.E.K.K.A Archers Ice Wizard
P.E.K.K.A Prince Inferno Dragon
Zap P.E.K.K.A Prince Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Prince
P.E.K.K.A Zap Prince
Prince P.E.K.K.A Executioner
Archers Executioner
Zap Archers Prince Executioner P.E.K.K.A Inferno Dragon
Executioner Zap Archers P.E.K.K.A Ice 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.)

Zap Executioner Ice Wizard
Prince
Executioner Fire Spirit Zap
Executioner Fire Spirit Zap Ice Wizard
Fire Spirit Archers Executioner
Fire Spirit Zap Executioner Ice Wizard
Zap
Fire Spirit Prince
Zap Prince
Fire Spirit Zap Archers Executioner
Fire Spirit Executioner
Zap Prince
Zap Executioner
Executioner
Fire Spirit Zap Archers Prince Executioner
Fire Spirit Zap
Prince
Prince
Zap
Zap Fire Spirit Executioner Ice Wizard
Inferno Dragon
Zap Executioner Ice Wizard
Zap Prince
Zap
Fire Spirit Zap Archers Executioner Ice Wizard
Zap
Zap
Zap
P.E.K.K.A Prince
Zap Fire Spirit Archers Prince
Fire Spirit Zap Archers Executioner Ice Wizard
Prince Executioner
Zap Executioner
Zap
Prince Executioner P.E.K.K.A
Zap
Zap Executioner
Zap Prince Executioner

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