My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Fire Spirit Magic Archer

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.

Battle Ram Dark Prince P.E.K.K.A Bandit Magic Archer

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.

Zap 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 Bandit

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.

Fire Spirit Battle Ram Dark Prince P.E.K.K.A Bandit Magic Archer

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 Bandit Magic Archer

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
Battle Ram Dark Prince Bandit
Giant Snowball
Fire Spirit Battle Ram
Zap
Fire Spirit Battle Ram Dark Prince Bandit
Barbarian Barrel
Fire Spirit Battle Ram Dark Prince Bandit Magic Archer
The Log
Fire Spirit Battle Ram Dark Prince Bandit
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Battle Ram Dark Prince P.E.K.K.A Bandit Magic Archer
Fireball
Battle Ram Bandit Magic Archer
Poison
Magic Archer
Lightning
Battle Ram Dark Prince Bandit Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Dark Prince Magic Archer

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.

Fire Spirit 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.

Fire Spirit

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.

Fire Spirit Zap Arrows Bandit Battle Ram Dark Prince Magic Archer P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Arrows Bandit

Attack Synergies 8 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.

Fire Spirit
P.E.K.K.A Zap Battle Ram Dark Prince Bandit
Zap
Arrows Battle Ram P.E.K.K.A Fire Spirit Dark Prince Bandit Magic Archer
Arrows
Zap P.E.K.K.A Battle Ram Dark Prince Bandit
Battle Ram
Zap Bandit Magic Archer Fire Spirit Arrows P.E.K.K.A
Dark Prince
Fire Spirit Zap Arrows Bandit Magic Archer
P.E.K.K.A
Fire Spirit Zap Arrows Magic Archer Battle Ram
Bandit
Battle Ram Fire Spirit Zap Arrows Dark Prince Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Dark Prince Bandit

Defense Synergies 0 13

Fire Spirit
Zap P.E.K.K.A
Zap
Fire Spirit Arrows Dark Prince P.E.K.K.A Bandit Magic Archer
Arrows
Zap Dark Prince P.E.K.K.A Bandit
Battle Ram
Dark Prince
Zap Arrows Bandit Magic Archer
P.E.K.K.A
Fire Spirit Zap Arrows
Bandit
Zap Arrows Dark Prince Magic Archer
Magic Archer
Zap Dark Prince Bandit

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 Magic Archer
P.E.K.K.A Zap Dark Prince Bandit
P.E.K.K.A Fire Spirit Dark Prince Bandit
P.E.K.K.A Dark Prince Bandit
Arrows Dark Prince P.E.K.K.A
Arrows Fire Spirit Zap Dark Prince Bandit Magic Archer
Fire Spirit Zap Arrows Magic Archer
Zap Arrows P.E.K.K.A Bandit Magic Archer
P.E.K.K.A
Fire Spirit Dark Prince Bandit
Zap Arrows Dark Prince Bandit Magic Archer
Arrows Zap Magic Archer
P.E.K.K.A Fire Spirit Zap Dark Prince Bandit
Fire Spirit Zap Arrows Dark Prince P.E.K.K.A Magic Archer
P.E.K.K.A Bandit
Zap P.E.K.K.A Bandit
Arrows Dark Prince P.E.K.K.A
Fire Spirit Arrows Zap Dark Prince Bandit Magic Archer
Zap Arrows Fire Spirit Dark Prince Bandit Magic Archer
P.E.K.K.A
Dark Prince Fire Spirit Arrows P.E.K.K.A Bandit

Counters to secondary win conditions

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

Zap Dark Prince P.E.K.K.A Bandit
Bandit Zap Arrows Magic Archer
P.E.K.K.A Bandit Zap Dark Prince
Dark Prince P.E.K.K.A Zap Bandit
P.E.K.K.A Dark Prince Bandit
Fire Spirit Arrows Zap Magic Archer
Dark Prince P.E.K.K.A Bandit
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Dark Prince Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Zap Arrows Dark Prince
Dark Prince P.E.K.K.A Bandit
Magic Archer
Zap Dark Prince P.E.K.K.A Magic Archer
Arrows Zap Dark Prince P.E.K.K.A Magic Archer

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.)

Magic Archer Arrows Bandit
Arrows Zap Bandit Magic Archer
Arrows Bandit Magic Archer
Arrows Dark Prince
Fire Spirit Zap Arrows Dark Prince Magic Archer
Arrows Fire Spirit Zap Magic Archer
Fire Spirit Arrows Magic Archer
Arrows Fire Spirit Zap Magic Archer
Arrows Zap Bandit
Fire Spirit
Zap Arrows Dark Prince Bandit Magic Archer
Fire Spirit Zap Arrows Magic Archer
Fire Spirit Bandit Magic Archer
Arrows Bandit Magic Archer
Zap Arrows Magic Archer
Zap Arrows Bandit Magic Archer
Magic Archer Arrows Bandit
Arrows
Fire Spirit Zap Arrows Dark Prince Bandit Magic Archer
Fire Spirit Zap Arrows Magic Archer
Magic Archer
Arrows
Zap Arrows
Zap Arrows Fire Spirit Dark Prince Magic Archer
Arrows Zap Bandit Magic Archer
Zap Arrows Bandit Magic Archer
Zap Arrows Bandit Magic Archer
Fire Spirit Zap Arrows Magic Archer
Zap
Zap Arrows Bandit Magic Archer
Zap Arrows Magic Archer
P.E.K.K.A
Arrows Magic Archer
Zap Fire Spirit Dark Prince Bandit Magic Archer
Fire Spirit Zap Arrows Magic Archer
Arrows
Dark Prince Magic Archer
Arrows Zap Magic Archer
Zap Arrows
Dark Prince P.E.K.K.A
Zap Magic Archer
Zap Magic Archer
Zap Dark Prince Bandit Magic Archer

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