My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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 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.

Three Musketeers

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.

Elixir Collector Three Musketeers Dark Prince P.E.K.K.A

Offensive cards

Win conditions

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

Three Musketeers

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.

Dark Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians Heal Spirit 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

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
Three Musketeers Dark Prince
Giant Snowball
Barbarians Three Musketeers
Zap
Three Musketeers Dark Prince
Barbarian Barrel
Barbarians Heal Spirit Three Musketeers Dark Prince
The Log
Barbarians Heal Spirit Three Musketeers Dark Prince
Earthquake
Barbarians Elixir Collector
Arrows
Heal Spirit
Royal Delivery
Barbarians Heal Spirit Three Musketeers Dark Prince P.E.K.K.A
Fireball
Barbarians Elixir Collector Three Musketeers
Poison
Barbarians Elixir Collector Three Musketeers
Lightning
Elixir Collector Three Musketeers Dark Prince
Rocket
Barbarians Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince

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.

Heal Spirit Elixir Collector 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.

Barbarians Heal Spirit Three Musketeers

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.

Mirror Heal Spirit Zap Dark Prince Barbarians Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

7 Mirror Heal Spirit Zap Dark Prince

Attack Synergies 2 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.

Zap
Mirror P.E.K.K.A Heal Spirit Three Musketeers Dark Prince
Barbarians
Heal Spirit
Heal Spirit
Zap Barbarians Three Musketeers Dark Prince P.E.K.K.A
Elixir Collector
Three Musketeers
Zap Heal Spirit Mirror Dark Prince
Mirror
Zap Three Musketeers
Dark Prince
Zap Heal Spirit Three Musketeers
P.E.K.K.A
Zap Heal Spirit

Defense Synergies 1 4

Zap
Mirror Barbarians Three Musketeers Dark Prince P.E.K.K.A
Barbarians
Zap
Heal Spirit
Elixir Collector
Three Musketeers
Zap
Mirror
Zap
Dark Prince
Zap
P.E.K.K.A
Zap

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
Barbarians P.E.K.K.A Zap Three Musketeers Dark Prince
Barbarians Three Musketeers P.E.K.K.A Dark Prince
Barbarians Three Musketeers P.E.K.K.A Dark Prince
Barbarians Dark Prince P.E.K.K.A
Zap Dark Prince
Three Musketeers Zap
Zap Barbarians P.E.K.K.A
Barbarians Three Musketeers P.E.K.K.A
Barbarians Dark Prince
Barbarians Zap Dark Prince
Three Musketeers Zap
Barbarians P.E.K.K.A Zap Three Musketeers Dark Prince
Three Musketeers Zap Barbarians Dark Prince P.E.K.K.A
Barbarians P.E.K.K.A Three Musketeers
Barbarians Zap Three Musketeers P.E.K.K.A
Barbarians Three Musketeers Dark Prince P.E.K.K.A
Zap Barbarians Three Musketeers Dark Prince
Zap Barbarians Dark Prince
Barbarians P.E.K.K.A Three Musketeers
Dark Prince Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Zap Dark Prince P.E.K.K.A
Zap
Barbarians P.E.K.K.A Zap Dark Prince
Dark Prince P.E.K.K.A Zap Barbarians
Barbarians P.E.K.K.A Three Musketeers Dark Prince
Zap Three Musketeers
Dark Prince P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Dark Prince
Zap P.E.K.K.A Barbarians Dark Prince
P.E.K.K.A Barbarians Three Musketeers
P.E.K.K.A Barbarians Dark Prince
P.E.K.K.A Zap Barbarians Dark Prince
Barbarians Dark Prince P.E.K.K.A Three Musketeers
Barbarians Three Musketeers
Barbarians Zap Three Musketeers Dark Prince P.E.K.K.A
Zap Barbarians Dark Prince 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.)

Zap
Barbarians Dark Prince
Zap Dark Prince
Zap
Zap
Zap
Three Musketeers
Zap Dark Prince
Zap
Three Musketeers
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Zap Three Musketeers Dark Prince
Zap
Zap Barbarians
Zap Dark Prince
Zap
Zap
Zap
Zap
Zap
Zap
Zap
P.E.K.K.A
Zap Barbarians Dark Prince
Zap Three Musketeers
Three Musketeers Dark Prince
Zap
Zap
Three Musketeers Dark Prince P.E.K.K.A
Zap
Zap
Zap Dark Prince

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