My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 Wizard

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.

Zappies Wizard Prince P.E.K.K.A

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.

Arrows Rocket Rage

Punishments

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

Elite Barbarians Prince

Pump responses

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

Rocket

Dropped at the bridge

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

Elite Barbarians 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.

Elite Barbarians

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
Elite Barbarians Prince
Giant Snowball
Zappies
Zap
Zappies Prince
Barbarian Barrel
Elite Barbarians Zappies Wizard
The Log
Elite Barbarians Zappies Prince
Earthquake
Zappies
Arrows
Zappies
Royal Delivery
Elite Barbarians Zappies Wizard Prince P.E.K.K.A
Fireball
Elite Barbarians Zappies Wizard
Poison
Zappies Wizard
Lightning
Elite Barbarians Wizard Prince
Rocket
Elite Barbarians Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Rocket

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.

Arrows Rocket Rage Prince P.E.K.K.A

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.

Elite Barbarians

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Zappies Wizard Prince Elite Barbarians Rocket P.E.K.K.A

Shortest cycle

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

14 Rage Arrows Zappies Wizard

Attack Synergies 3 10

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.

Arrows
Elite Barbarians P.E.K.K.A Prince
Elite Barbarians
Arrows Rage Zappies Wizard
Zappies
Elite Barbarians Rage Prince P.E.K.K.A
Wizard
Elite Barbarians Rage Prince P.E.K.K.A
Rocket
Rage
Elite Barbarians Zappies Wizard Prince
Prince
Arrows Zappies Wizard Rage
P.E.K.K.A
Arrows Zappies Wizard

Defense Synergies 0 7

Arrows
Prince P.E.K.K.A
Elite Barbarians
Wizard
Zappies
Prince P.E.K.K.A
Wizard
Elite Barbarians Prince P.E.K.K.A
Rocket
Rage
Prince
Arrows Zappies Wizard
P.E.K.K.A
Arrows Zappies 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.

Rocket Zappies Wizard
Elite Barbarians P.E.K.K.A Zappies Prince
Rocket Prince P.E.K.K.A Elite Barbarians Zappies
Elite Barbarians Prince P.E.K.K.A Zappies
Arrows Elite Barbarians Rocket Prince P.E.K.K.A
Arrows Zappies
Rocket Arrows Zappies Wizard
Rocket Arrows P.E.K.K.A
Zappies P.E.K.K.A Elite Barbarians Prince
Elite Barbarians Zappies Prince
Arrows Zappies Wizard
Arrows Zappies Wizard
Prince P.E.K.K.A Elite Barbarians Zappies Wizard Rocket
Wizard Rocket Arrows Zappies Prince P.E.K.K.A
Elite Barbarians P.E.K.K.A Zappies Prince
Rocket Elite Barbarians Zappies Prince P.E.K.K.A
Wizard Arrows Elite Barbarians Zappies Prince P.E.K.K.A
Arrows Elite Barbarians Zappies Wizard Prince
Arrows Wizard Zappies
P.E.K.K.A Elite Barbarians Zappies Prince
Wizard Arrows Elite Barbarians Zappies Prince P.E.K.K.A

Counters to secondary win conditions

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

Elite Barbarians Zappies Prince P.E.K.K.A
Arrows Elite Barbarians Wizard Rocket Prince
Zappies P.E.K.K.A Elite Barbarians Rocket Prince
Rocket Prince P.E.K.K.A Elite Barbarians Zappies
P.E.K.K.A Elite Barbarians Zappies Prince
Arrows Wizard Rocket Zappies
Rocket Prince P.E.K.K.A Elite Barbarians Zappies
P.E.K.K.A Elite Barbarians Zappies Prince
Rocket P.E.K.K.A Elite Barbarians Zappies Prince
P.E.K.K.A Zappies
P.E.K.K.A Elite Barbarians Zappies Prince
Rocket P.E.K.K.A Arrows Elite Barbarians Prince
Elite Barbarians Rocket Prince P.E.K.K.A Zappies Wizard
Wizard Zappies
Elite Barbarians Zappies Rocket Prince P.E.K.K.A
Arrows Elite Barbarians Zappies Wizard 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.)

Arrows Rocket
Arrows
Rocket Arrows
Arrows Rocket Prince
Wizard Rocket Arrows
Arrows Wizard Rocket
Arrows Wizard
Arrows Wizard
Arrows Wizard
Rocket Elite Barbarians Prince
Rocket Arrows Wizard Prince
Arrows Wizard Rocket
Rocket Elite Barbarians
Arrows Rocket
Arrows Elite Barbarians Prince
Rocket Arrows Wizard
Arrows Wizard Rocket
Arrows Rocket
Rocket
Rocket Arrows Wizard Prince
Rocket Arrows Wizard
Rocket Prince
Rocket Arrows Wizard
Rocket Prince
Rocket Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard Prince
Rocket Arrows
Elite Barbarians Arrows Wizard
Rocket Zappies Wizard
Elite Barbarians
Arrows Wizard Rocket
Rocket Arrows Zappies
P.E.K.K.A Prince
Rocket Arrows Wizard
Zappies Rocket Prince
Rocket Arrows Zappies Wizard
Arrows
Wizard Rocket Prince
Arrows Wizard
Rocket Arrows
Elite Barbarians Prince P.E.K.K.A
Elite Barbarians Zappies Rocket
Zappies Rocket
Rocket Prince

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