My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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.

Wizard Witch Electro 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.

Wizard Dark Prince Witch Prince P.E.K.K.A Electro Wizard

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.

Rage

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Rage Skeleton Army Dark Prince 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.

Skeleton Army

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 Witch 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.

Rage Skeleton Army Dark Prince Electro Wizard Wizard Witch Prince P.E.K.K.A

Shortest cycle

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

13 Rage Skeleton Army Dark Prince Electro Wizard

Attack Synergies 3 12

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.

Wizard
Rage Dark Prince Prince P.E.K.K.A
Rage
Witch Wizard Dark Prince Prince Electro Wizard
Skeleton Army
Dark Prince
Prince Wizard Rage Witch Electro Wizard
Witch
Rage Dark Prince Prince P.E.K.K.A
Prince
Dark Prince Wizard Rage Witch Electro Wizard
P.E.K.K.A
Electro Wizard Wizard Witch
Electro Wizard
P.E.K.K.A Rage Dark Prince Prince

Defense Synergies 0 14

Wizard
Skeleton Army Dark Prince Prince P.E.K.K.A Electro Wizard
Rage
Skeleton Army
Wizard Prince Electro Wizard
Dark Prince
Wizard Witch Prince Electro Wizard
Witch
Dark Prince Prince Electro Wizard
Prince
Wizard Skeleton Army Dark Prince Witch Electro Wizard
P.E.K.K.A
Wizard Electro Wizard
Electro Wizard
Wizard Skeleton Army Dark Prince Witch Prince P.E.K.K.A

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.

Wizard Electro Wizard
Skeleton Army P.E.K.K.A Dark Prince Witch Prince Electro Wizard
Skeleton Army Witch Prince P.E.K.K.A Dark Prince Electro Wizard
Skeleton Army Witch Prince P.E.K.K.A Dark Prince Electro Wizard
Skeleton Army Dark Prince Prince P.E.K.K.A
Skeleton Army Dark Prince Electro Wizard
Electro Wizard Wizard Witch
P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Skeleton Army Prince
Skeleton Army Dark Prince Prince Electro Wizard
Skeleton Army Witch Electro Wizard Wizard Dark Prince
Wizard Witch Electro Wizard
Skeleton Army Prince P.E.K.K.A Wizard Dark Prince Witch Electro Wizard
Wizard Skeleton Army Dark Prince Witch Prince P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Prince Electro Wizard
Skeleton Army Prince P.E.K.K.A Electro Wizard
Wizard Skeleton Army Dark Prince Witch Prince P.E.K.K.A Electro Wizard
Wizard Skeleton Army Dark Prince Witch Prince Electro Wizard
Wizard Witch Dark Prince Electro Wizard
P.E.K.K.A Prince Electro Wizard
Wizard Skeleton Army Dark Prince Witch 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.

Skeleton Army Dark Prince Witch Prince P.E.K.K.A Electro Wizard
Electro Wizard Wizard Prince
Skeleton Army P.E.K.K.A Dark Prince Witch Prince Electro Wizard
Skeleton Army Dark Prince Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army Dark Prince Witch Prince
Wizard Witch Electro Wizard
Skeleton Army Dark Prince Prince P.E.K.K.A Witch Electro Wizard
P.E.K.K.A Skeleton Army Dark Prince Prince
P.E.K.K.A Electro Wizard Skeleton Army Dark Prince Witch Prince
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Dark Prince Witch Prince
Skeleton Army P.E.K.K.A Dark Prince Prince Electro Wizard
Skeleton Army Dark Prince Prince P.E.K.K.A Wizard Witch
Wizard Skeleton Army Witch
Skeleton Army Witch Electro Wizard Dark Prince Prince P.E.K.K.A
Wizard Dark Prince Witch P.E.K.K.A Electro Wizard

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.)

Electro Wizard
Dark Prince Prince
Wizard Dark Prince
Wizard Witch
Wizard Witch
Wizard
Wizard
Prince Electro Wizard
Wizard Dark Prince Prince Electro Wizard
Wizard
Prince
Wizard Witch
Wizard
Wizard Dark Prince Prince Electro Wizard
Wizard Witch
Prince
Wizard
Prince
Wizard Dark Prince Witch
Witch
Wizard Witch Electro Wizard
Wizard Witch Prince
Wizard Witch Electro Wizard
Electro Wizard Wizard Witch
Wizard
Electro Wizard
P.E.K.K.A Prince
Wizard
Electro Wizard Skeleton Army Dark Prince Witch Prince
Wizard Witch Electro Wizard
Wizard Dark Prince Prince Electro Wizard
Wizard
Dark Prince Prince P.E.K.K.A
Witch Electro Wizard
Witch Electro Wizard
Dark Prince Witch Prince Electro Wizard

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