My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Electro 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.

Dark Prince Prince P.E.K.K.A Electro 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 Freeze

Punishments

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

Dark Prince 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince Freeze

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.

Dark Prince Freeze Prince P.E.K.K.A 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.

Minions 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Minions Dark Prince Freeze Electro Wizard Inferno Dragon Prince P.E.K.K.A

Shortest cycle

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

13 Zap Minions Dark Prince Freeze

Attack Synergies 5 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
Prince P.E.K.K.A Electro Wizard Minions Dark Prince Freeze
Minions
Zap Dark Prince Prince P.E.K.K.A Inferno Dragon
Dark Prince
Prince Zap Minions Electro Wizard
Freeze
Zap
Prince
Zap Dark Prince Minions Electro Wizard
P.E.K.K.A
Zap Electro Wizard Minions
Electro Wizard
Zap P.E.K.K.A Dark Prince Prince
Inferno Dragon
Minions

Defense Synergies 1 16

Zap
Electro Wizard Minions Dark Prince Prince P.E.K.K.A Inferno Dragon
Minions
Zap Dark Prince Freeze Prince P.E.K.K.A Electro Wizard
Dark Prince
Zap Minions Prince Electro Wizard
Freeze
Minions Electro Wizard
Prince
Zap Minions Dark Prince Electro Wizard
P.E.K.K.A
Zap Minions Electro Wizard
Electro Wizard
Zap Minions Dark Prince Freeze Prince P.E.K.K.A Inferno Dragon
Inferno Dragon
Zap Electro 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 Minions Electro Wizard
P.E.K.K.A Inferno Dragon Zap Minions Dark Prince Prince Electro Wizard
Prince P.E.K.K.A Minions Dark Prince Freeze Electro Wizard Inferno Dragon
Prince P.E.K.K.A Inferno Dragon Minions Dark Prince Electro Wizard
Dark Prince Prince P.E.K.K.A
Freeze Zap Minions Dark Prince Electro Wizard
Minions Electro Wizard Inferno Dragon Zap Freeze
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Minions Prince
Dark Prince Prince Electro Wizard
Minions Electro Wizard Zap Dark Prince Freeze
Minions Inferno Dragon Zap Electro Wizard
Prince P.E.K.K.A Zap Minions Dark Prince Freeze Electro Wizard
Zap Minions Dark Prince Freeze Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Prince Electro Wizard
Zap Freeze Prince P.E.K.K.A Electro Wizard Inferno Dragon
Minions Dark Prince Prince P.E.K.K.A Electro Wizard
Zap Minions Dark Prince Prince Electro Wizard
Zap Freeze Minions Dark Prince Electro Wizard Inferno Dragon
P.E.K.K.A Prince Electro Wizard Inferno Dragon
Dark Prince Minions Prince 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.

Zap Dark Prince Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Prince Inferno Dragon
P.E.K.K.A Zap Minions Dark Prince Prince Electro Wizard
Dark Prince Prince P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Dark Prince Prince Inferno Dragon
Zap Minions Freeze Electro Wizard
Dark Prince Prince P.E.K.K.A Minions Electro Wizard
P.E.K.K.A Dark Prince Prince Inferno Dragon
Zap Freeze P.E.K.K.A Electro Wizard Minions Dark Prince Prince Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Minions Dark Prince Prince
P.E.K.K.A Zap Dark Prince Prince Electro Wizard
Dark Prince Prince P.E.K.K.A
Electro Wizard Zap Minions Dark Prince Freeze Prince P.E.K.K.A Inferno Dragon
Minions Zap Dark Prince Freeze P.E.K.K.A Electro 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.)

Freeze
Zap Electro Wizard
Dark Prince Freeze Prince
Zap Dark Prince
Zap Minions Freeze
Zap Freeze
Zap
Minions Prince Electro Wizard
Zap Dark Prince Prince Electro Wizard
Zap
Minions Freeze
Zap Prince
Zap
Freeze
Minions
Zap Dark Prince Prince Electro Wizard
Zap
Minions Prince
Prince
Zap
Zap Freeze Dark Prince
Inferno Dragon
Zap Electro Wizard
Zap Prince
Zap
Zap Electro Wizard
Zap Electro Wizard Minions Freeze
Zap
Zap Freeze Electro Wizard
P.E.K.K.A Prince
Zap Electro Wizard Minions Dark Prince Freeze Prince
Zap Electro Wizard
Freeze
Dark Prince Prince Electro Wizard
Zap
Zap
Dark Prince Prince P.E.K.K.A
Zap Minions Freeze Electro Wizard
Zap Electro Wizard
Zap Dark Prince Freeze Prince Electro Wizard

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