My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Baby Dragon Witch

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.

Baby Dragon Dark Prince Witch P.E.K.K.A Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Fireball

Punishments

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

Dark 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.

Barbarians Baby Dragon Dark Prince P.E.K.K.A Golem

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 Golem

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
Dark Prince
Giant Snowball
Barbarians Baby Dragon Witch
Zap
Dark Prince Witch
Barbarian Barrel
Barbarians Dark Prince Witch
The Log
Barbarians Dark Prince Witch
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Barbarians Baby Dragon Dark Prince Witch P.E.K.K.A
Fireball
Barbarians Baby Dragon Witch
Poison
Barbarians Witch
Lightning
Baby Dragon Dark Prince Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon 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.

Baby Dragon Dark Prince P.E.K.K.A Golem

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.

Barbarians Fireball Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fireball Baby Dragon Dark Prince Barbarians Witch P.E.K.K.A Golem

Shortest cycle

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

12 Mirror Fireball Baby Dragon Dark Prince

Attack Synergies 3 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.

Barbarians
Fireball
Mirror Golem Baby Dragon Dark Prince
Mirror
Fireball
Baby Dragon
Golem Fireball Dark Prince Witch P.E.K.K.A
Dark Prince
Fireball Baby Dragon Witch Golem
Witch
Baby Dragon Dark Prince P.E.K.K.A Golem
P.E.K.K.A
Baby Dragon Witch
Golem
Fireball Baby Dragon Dark Prince Witch

Defense Synergies 1 5

Barbarians
Fireball
Mirror Dark Prince
Mirror
Fireball
Baby Dragon
Dark Prince Witch P.E.K.K.A
Dark Prince
Fireball Baby Dragon Witch
Witch
Baby Dragon Dark Prince
P.E.K.K.A
Baby Dragon
Golem

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 Baby Dragon
Barbarians P.E.K.K.A Dark Prince Witch
Barbarians Witch P.E.K.K.A Dark Prince
Barbarians Witch P.E.K.K.A Dark Prince
Barbarians Fireball Dark Prince P.E.K.K.A
Fireball Baby Dragon Dark Prince
Fireball Baby Dragon Witch
Barbarians Fireball Baby Dragon P.E.K.K.A
Barbarians Witch P.E.K.K.A
Barbarians Dark Prince
Barbarians Witch Fireball Baby Dragon Dark Prince
Fireball Baby Dragon Witch
Barbarians P.E.K.K.A Fireball Dark Prince Witch
Fireball Barbarians Baby Dragon Dark Prince Witch P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Fireball P.E.K.K.A
Barbarians Fireball Dark Prince Witch P.E.K.K.A
Fireball Barbarians Baby Dragon Dark Prince Witch
Baby Dragon Witch Barbarians Fireball Dark Prince
Barbarians P.E.K.K.A
Dark Prince Barbarians Fireball Baby Dragon Witch P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Fireball Dark Prince Witch P.E.K.K.A
Fireball Baby Dragon
Barbarians P.E.K.K.A Dark Prince Witch
Dark Prince P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Dark Prince Witch
Fireball Baby Dragon Witch
Dark Prince P.E.K.K.A Barbarians Fireball Witch
P.E.K.K.A Barbarians Dark Prince
P.E.K.K.A Barbarians Fireball Baby Dragon Dark Prince Witch
Witch P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Dark Prince Witch
P.E.K.K.A Barbarians Fireball Dark Prince
Barbarians Dark Prince P.E.K.K.A Fireball Witch
Barbarians Fireball Baby Dragon Witch
Barbarians Witch Fireball Baby Dragon Dark Prince P.E.K.K.A
Barbarians Fireball Baby Dragon Dark Prince Witch 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.)

Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Barbarians Fireball Dark Prince
Fireball Baby Dragon Dark Prince
Fireball Baby Dragon Witch
Baby Dragon Witch
Fireball Baby Dragon
Fireball
Fireball
Fireball Dark Prince
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Witch
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Dark Prince
Fireball Baby Dragon Witch
Fireball Baby Dragon
Fireball
Barbarians Fireball Baby Dragon
Fireball Baby Dragon Dark Prince Witch
Witch
Fireball Baby Dragon Witch
Fireball Baby Dragon Witch
Fireball Baby Dragon
Fireball Baby Dragon Witch
Fireball Witch
Fireball
Fireball
Fireball
P.E.K.K.A
Fireball
Barbarians Fireball Dark Prince Witch
Fireball Baby Dragon Witch
Fireball
Fireball Baby Dragon Dark Prince
Fireball Baby Dragon
Fireball
Dark Prince P.E.K.K.A
Fireball Baby Dragon Witch
Fireball Witch
Fireball Baby Dragon Dark Prince Witch

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: