My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Wizard 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 Battle Ram Wizard Dark Prince 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.

Battle Ram

Damage spells

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

Arrows

Punishments

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

Battle Ram Dark 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.

Battle Ram Dark 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.

Dark Prince Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Wizard 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 Battle Ram Dark Prince P.E.K.K.A

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.

Minions Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Minions Battle Ram Dark Prince Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

12 Bomber Arrows Minions Battle Ram

Attack Synergies 2 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.

Bomber
Minions Battle Ram Dark Prince P.E.K.K.A
Arrows
P.E.K.K.A Battle Ram Dark Prince
Minions
Bomber Battle Ram Dark Prince P.E.K.K.A
Battle Ram
Bomber Arrows Minions P.E.K.K.A Electro Wizard
Wizard
Dark Prince P.E.K.K.A
Dark Prince
Bomber Arrows Minions Wizard Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Bomber Minions Battle Ram Wizard
Electro Wizard
P.E.K.K.A Battle Ram Dark Prince

Defense Synergies 0 13

Bomber
Dark Prince P.E.K.K.A Electro Wizard
Arrows
Dark Prince P.E.K.K.A
Minions
Dark Prince P.E.K.K.A Electro Wizard
Battle Ram
Wizard
Dark Prince P.E.K.K.A Electro Wizard
Dark Prince
Bomber Arrows Minions Wizard Electro Wizard
P.E.K.K.A
Bomber Arrows Minions Wizard Electro Wizard
Electro Wizard
Bomber Minions Wizard Dark 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.

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

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: