My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Goblin Hut Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Zappies Goblin Hut Baby Dragon Dark Prince Bowler Electro Giant

Offensive cards

Win conditions

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

Royal Giant Electro Giant

Damage spells

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

Missing

Punishments

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

Royal Giant Mini P.E.K.K.A 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.

Royal Giant Mini P.E.K.K.A Baby Dragon Dark Prince Electro Giant

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.

Mini P.E.K.K.A 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
Royal Giant Dark Prince
Giant Snowball
Zappies Goblin Hut Baby Dragon
Zap
Royal Giant Zappies Goblin Hut Dark Prince
Barbarian Barrel
Zappies Goblin Hut Dark Prince
The Log
Royal Giant Mini P.E.K.K.A Zappies Goblin Hut Dark Prince
Earthquake
Zappies Goblin Hut
Arrows
Zappies Goblin Hut
Royal Delivery
Mini P.E.K.K.A Zappies Goblin Hut Baby Dragon Dark Prince Bowler
Fireball
Zappies Goblin Hut Baby Dragon Bowler
Poison
Zappies Goblin Hut
Lightning
Mini P.E.K.K.A Goblin Hut Baby Dragon Dark Prince Bowler
Rocket
Goblin Hut Bowler

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Dark Prince Bowler Electro Giant

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.

Mini P.E.K.K.A Baby Dragon Dark Prince Bowler Electro Giant

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.

Royal Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mini P.E.K.K.A Zappies Baby Dragon Dark Prince Goblin Hut Bowler Royal Giant Electro Giant

Shortest cycle

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

16 Mini P.E.K.K.A Zappies Baby Dragon Dark Prince

Attack Synergies 1 20

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.

Royal Giant
Zappies Goblin Hut Baby Dragon Dark Prince Bowler
Mini P.E.K.K.A
Goblin Hut Baby Dragon Dark Prince Bowler Electro Giant
Zappies
Royal Giant Goblin Hut Baby Dragon Dark Prince Bowler
Goblin Hut
Royal Giant Mini P.E.K.K.A Zappies Baby Dragon Dark Prince Bowler
Baby Dragon
Royal Giant Mini P.E.K.K.A Zappies Goblin Hut Dark Prince Bowler Electro Giant
Dark Prince
Electro Giant Royal Giant Mini P.E.K.K.A Zappies Goblin Hut Baby Dragon
Bowler
Royal Giant Mini P.E.K.K.A Zappies Goblin Hut Baby Dragon
Electro Giant
Dark Prince Mini P.E.K.K.A Baby Dragon

Defense Synergies 0 12

Royal Giant
Mini P.E.K.K.A
Goblin Hut Baby Dragon Bowler Electro Giant
Zappies
Bowler Electro Giant
Goblin Hut
Mini P.E.K.K.A Baby Dragon Dark Prince Bowler
Baby Dragon
Mini P.E.K.K.A Goblin Hut Dark Prince Bowler
Dark Prince
Goblin Hut Baby Dragon Bowler
Bowler
Mini P.E.K.K.A Zappies Goblin Hut Baby Dragon Dark Prince
Electro Giant
Mini P.E.K.K.A Zappies

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.

Bowler Zappies Goblin Hut Baby Dragon
Mini P.E.K.K.A Zappies Goblin Hut Dark Prince
Mini P.E.K.K.A Goblin Hut Bowler Zappies Dark Prince
Mini P.E.K.K.A Goblin Hut Zappies Dark Prince Bowler
Mini P.E.K.K.A Dark Prince Bowler
Bowler Zappies Baby Dragon Dark Prince
Zappies Goblin Hut Baby Dragon
Bowler Baby Dragon Electro Giant
Mini P.E.K.K.A Zappies Goblin Hut
Mini P.E.K.K.A Zappies Dark Prince Bowler
Zappies Goblin Hut Baby Dragon Dark Prince Bowler Electro Giant
Zappies Goblin Hut Baby Dragon
Mini P.E.K.K.A Goblin Hut Bowler Zappies Dark Prince
Bowler Mini P.E.K.K.A Zappies Goblin Hut Baby Dragon Dark Prince
Mini P.E.K.K.A Zappies Goblin Hut
Mini P.E.K.K.A Zappies Goblin Hut Bowler Electro Giant
Mini P.E.K.K.A Zappies Goblin Hut Dark Prince Bowler
Zappies Goblin Hut Baby Dragon Dark Prince Bowler
Baby Dragon Zappies Goblin Hut Dark Prince Bowler
Mini P.E.K.K.A Zappies Goblin Hut
Dark Prince Bowler Mini P.E.K.K.A Zappies Baby Dragon Electro Giant

Counters to secondary win conditions

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

Mini P.E.K.K.A Zappies Goblin Hut Dark Prince Bowler Electro Giant
Mini P.E.K.K.A Baby Dragon Bowler
Zappies Mini P.E.K.K.A Goblin Hut Dark Prince Bowler
Mini P.E.K.K.A Dark Prince Bowler Zappies
Mini P.E.K.K.A Zappies Goblin Hut Dark Prince Bowler
Electro Giant Zappies Goblin Hut Baby Dragon
Mini P.E.K.K.A Dark Prince Zappies Goblin Hut Bowler
Mini P.E.K.K.A Zappies Dark Prince
Mini P.E.K.K.A Zappies Goblin Hut Baby Dragon Dark Prince
Zappies Goblin Hut
Mini P.E.K.K.A Zappies Goblin Hut Dark Prince Bowler
Dark Prince Bowler Electro Giant
Mini P.E.K.K.A Dark Prince Bowler Zappies
Zappies Baby Dragon Bowler Electro Giant
Zappies Goblin Hut Electro Giant Mini P.E.K.K.A Baby Dragon Dark Prince Bowler
Bowler Mini P.E.K.K.A Zappies Goblin Hut Baby Dragon Dark Prince Electro Giant

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.)

Baby Dragon
Baby Dragon Bowler
Goblin Hut Baby Dragon
Dark Prince
Baby Dragon Dark Prince Bowler
Electro Giant Baby Dragon
Baby Dragon Bowler
Baby Dragon Bowler
Mini P.E.K.K.A Bowler
Dark Prince Bowler
Baby Dragon
Goblin Hut Baby Dragon Bowler
Baby Dragon
Goblin Hut Baby Dragon
Goblin Hut Baby Dragon Bowler
Goblin Hut Baby Dragon Bowler
Mini P.E.K.K.A
Mini P.E.K.K.A Baby Dragon Dark Prince Bowler
Baby Dragon Bowler Electro Giant
Baby Dragon Bowler
Bowler
Baby Dragon
Electro Giant Baby Dragon Dark Prince Bowler
Baby Dragon Bowler
Baby Dragon Bowler
Baby Dragon
Baby Dragon Electro Giant
Zappies Goblin Hut Electro Giant
Mini P.E.K.K.A Bowler
Zappies
Bowler
Zappies Goblin Hut Dark Prince
Zappies Baby Dragon
Mini P.E.K.K.A Baby Dragon Dark Prince Bowler
Baby Dragon Bowler
Electro Giant
Dark Prince
Electro Giant Zappies Baby Dragon Bowler
Zappies
Baby Dragon Dark Prince Bowler Electro Giant

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