My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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 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.

Tesla Wizard Witch Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Tesla Wizard Dark Prince Witch Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Void

Punishments

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

Mini P.E.K.K.A Dark Prince

Pump responses

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

Void

Dropped at the bridge

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

Mini P.E.K.K.A Dark Prince Golem

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

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

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 Dark Prince Golem

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.

Void Tesla Mini P.E.K.K.A Dark Prince Electro Wizard Wizard Witch Golem

Shortest cycle

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

15 Void Tesla Mini P.E.K.K.A Dark Prince

Attack Synergies 0 11

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.

Tesla
Mini P.E.K.K.A
Wizard Dark Prince Golem Electro Wizard
Wizard
Mini P.E.K.K.A Dark Prince Golem
Void
Dark Prince
Mini P.E.K.K.A Wizard Witch Golem Electro Wizard
Witch
Dark Prince Golem
Golem
Mini P.E.K.K.A Wizard Dark Prince Witch Electro Wizard
Electro Wizard
Mini P.E.K.K.A Dark Prince Golem

Defense Synergies 1 11

Tesla
Mini P.E.K.K.A Wizard Dark Prince Electro Wizard
Mini P.E.K.K.A
Electro Wizard Tesla Wizard Witch
Wizard
Tesla Mini P.E.K.K.A Dark Prince Electro Wizard
Void
Dark Prince
Tesla Wizard Witch Electro Wizard
Witch
Mini P.E.K.K.A Dark Prince Electro Wizard
Golem
Electro Wizard
Mini P.E.K.K.A Tesla Wizard Dark Prince Witch

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.

Tesla Wizard Void Electro Wizard
Mini P.E.K.K.A Tesla Dark Prince Witch Electro Wizard
Tesla Mini P.E.K.K.A Witch Void Dark Prince Electro Wizard
Tesla Mini P.E.K.K.A Witch Dark Prince Electro Wizard
Mini P.E.K.K.A Dark Prince
Tesla Dark Prince Electro Wizard
Tesla Electro Wizard Wizard Void Witch
Tesla Void Electro Wizard
Tesla Mini P.E.K.K.A Witch
Tesla Mini P.E.K.K.A Dark Prince Electro Wizard
Witch Electro Wizard Tesla Wizard Dark Prince
Tesla Wizard Witch Electro Wizard
Tesla Mini P.E.K.K.A Wizard Dark Prince Witch Electro Wizard
Wizard Tesla Mini P.E.K.K.A Dark Prince Witch Electro Wizard
Mini P.E.K.K.A Tesla Electro Wizard
Tesla Mini P.E.K.K.A Electro Wizard
Tesla Wizard Mini P.E.K.K.A Dark Prince Witch Electro Wizard
Tesla Wizard Dark Prince Witch Electro Wizard
Wizard Witch Tesla Dark Prince Electro Wizard
Mini P.E.K.K.A Tesla Electro Wizard
Wizard Dark Prince Tesla Mini P.E.K.K.A Witch Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Tesla Void Dark Prince Witch Electro Wizard
Void Electro Wizard Tesla Mini P.E.K.K.A Wizard
Mini P.E.K.K.A Dark Prince Witch Electro Wizard
Mini P.E.K.K.A Dark Prince Tesla Electro Wizard
Tesla Mini P.E.K.K.A Dark Prince Witch
Wizard Tesla Witch Electro Wizard
Mini P.E.K.K.A Dark Prince Tesla Void Witch Electro Wizard
Mini P.E.K.K.A Tesla Dark Prince
Void Electro Wizard Mini P.E.K.K.A Dark Prince Witch
Witch Tesla
Tesla Mini P.E.K.K.A Dark Prince Witch
Void Dark Prince Electro Wizard
Mini P.E.K.K.A Dark Prince Tesla Wizard Witch
Wizard Tesla Witch
Tesla Witch Electro Wizard Mini P.E.K.K.A Dark Prince
Tesla Mini P.E.K.K.A Wizard Dark Prince Witch 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.)

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

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