My Best Clash Royale Deck

Deck Check Rating

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

4 problems 5 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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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 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 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

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.

Knight Balloon Prince P.E.K.K.A

Offensive cards

Win conditions

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

Wall Breakers Balloon

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.

Wall Breakers Balloon 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.

Knight Barbarians Minion Horde Wall Breakers Balloon Prince 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.

Balloon

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 Wall Breakers Skeleton Army Balloon Prince
Giant Snowball
Barbarians Minion Horde Wall Breakers Skeleton Army Balloon
Zap
Minion Horde Wall Breakers Skeleton Army Balloon Prince
Barbarian Barrel
Knight Barbarians Wall Breakers Skeleton Army
The Log
Barbarians Wall Breakers Skeleton Army Prince
Earthquake
Barbarians Skeleton Army
Arrows
Minion Horde Wall Breakers Skeleton Army
Royal Delivery
Knight Barbarians Minion Horde Wall Breakers Skeleton Army Balloon Prince P.E.K.K.A
Fireball
Barbarians Minion Horde Wall Breakers Skeleton Army Balloon
Poison
Barbarians Minion Horde Skeleton Army Balloon
Lightning
Knight Balloon Prince
Rocket
Barbarians Minion Horde Balloon Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Knight Skeleton Army 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.

Skeleton Army

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.

Barbarians Minion Horde

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.

Wall Breakers Knight Skeleton Army Barbarians Minion Horde Balloon Prince P.E.K.K.A

Shortest cycle

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

13 Wall Breakers Knight Skeleton Army Barbarians

Attack Synergies 2 5

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.

Knight
Wall Breakers Balloon Minion Horde Prince
Barbarians
Balloon
Minion Horde
Knight Prince
Wall Breakers
Knight Balloon
Skeleton Army
Balloon
Knight Barbarians Wall Breakers
Prince
Knight Minion Horde
P.E.K.K.A

Defense Synergies 0 5

Knight
Minion Horde Skeleton Army
Barbarians
Minion Horde Skeleton Army
Minion Horde
Knight Barbarians
Wall Breakers
Skeleton Army
Knight Barbarians Prince
Balloon
Prince
Skeleton Army
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.

Knight Minion Horde
Barbarians Minion Horde Skeleton Army P.E.K.K.A Knight Prince
Barbarians Minion Horde Skeleton Army Prince P.E.K.K.A Knight
Barbarians Minion Horde Skeleton Army Prince P.E.K.K.A Knight
Barbarians Skeleton Army Prince P.E.K.K.A
Skeleton Army
Minion Horde
Barbarians P.E.K.K.A
Barbarians Minion Horde P.E.K.K.A Skeleton Army Prince
Knight Skeleton Army Barbarians Minion Horde Prince
Barbarians Minion Horde Skeleton Army Knight
Minion Horde
Barbarians Minion Horde Skeleton Army Prince P.E.K.K.A Knight
Skeleton Army Barbarians Minion Horde Prince P.E.K.K.A
Barbarians Skeleton Army P.E.K.K.A Knight Minion Horde Prince
Barbarians Minion Horde Skeleton Army Prince P.E.K.K.A
Barbarians Minion Horde Knight Skeleton Army Prince P.E.K.K.A
Knight Barbarians Minion Horde Skeleton Army Prince
Knight Barbarians
Barbarians P.E.K.K.A Prince
Skeleton Army Knight Barbarians Minion Horde Prince P.E.K.K.A

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army Prince P.E.K.K.A
Knight Prince
Barbarians Skeleton Army P.E.K.K.A Knight Minion Horde Prince
Skeleton Army Prince P.E.K.K.A Knight Barbarians Minion Horde
Barbarians P.E.K.K.A Knight Minion Horde Skeleton Army Prince
Minion Horde
Skeleton Army Prince P.E.K.K.A Knight Barbarians Minion Horde
P.E.K.K.A Knight Barbarians Minion Horde Skeleton Army Prince
Minion Horde P.E.K.K.A Knight Barbarians Skeleton Army Prince
P.E.K.K.A Barbarians Minion Horde Skeleton Army
P.E.K.K.A Knight Barbarians Minion Horde Prince
Skeleton Army P.E.K.K.A Barbarians Prince
Barbarians Skeleton Army Prince P.E.K.K.A Knight Minion Horde
Barbarians Minion Horde Skeleton Army
Barbarians Skeleton Army Knight Minion Horde Prince P.E.K.K.A
Barbarians Minion Horde P.E.K.K.A

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.)

Knight Minion Horde
Minion Horde
Knight Barbarians Prince
Minion Horde
Minion Horde
Minion Horde
Minion Horde Prince
Knight Minion Horde Prince
Knight
Minion Horde
Prince
Minion Horde
Minion Horde
Minion Horde
Prince
Minion Horde Prince
Prince
Barbarians Minion Horde
Minion Horde
Prince
Minion Horde
Minion Horde
Minion Horde
Minion Horde
Minion Horde
P.E.K.K.A Minion Horde Prince
Minion Horde Barbarians Skeleton Army Prince
Knight Minion Horde Prince
Minion Horde Prince P.E.K.K.A
Minion Horde
Prince

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