My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

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.

Skeletons Wizard Dark Prince P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Fireball Tornado

Punishments

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

Hog Rider Dark Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Hog Rider Dark 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.

Hog Rider 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
Skeletons Hog Rider Dark Prince
Giant Snowball
Skeletons Hog Rider
Zap
Skeletons Dark Prince
Barbarian Barrel
Skeletons Wizard Dark Prince
The Log
Skeletons Hog Rider Dark Prince
Earthquake
Skeletons Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Hog Rider Wizard Dark Prince P.E.K.K.A
Fireball
Hog Rider Wizard
Poison
Wizard
Lightning
Wizard Dark Prince
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Tornado 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.

Tornado Dark 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.

Fireball

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.

Fireball 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.

Skeletons Zap Tornado Fireball Hog Rider Dark Prince Wizard P.E.K.K.A

Shortest cycle

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

10 Skeletons Zap Tornado Fireball

Attack Synergies 8 8

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.

Skeletons
Zap
Fireball Hog Rider Tornado P.E.K.K.A Dark Prince
Fireball
Zap Hog Rider Tornado Dark Prince
Hog Rider
Zap Fireball Wizard Tornado Dark Prince
Wizard
Tornado Hog Rider Dark Prince P.E.K.K.A
Tornado
Zap Fireball Wizard P.E.K.K.A Hog Rider Dark Prince
Dark Prince
Zap Fireball Hog Rider Wizard Tornado
P.E.K.K.A
Zap Tornado Wizard

Defense Synergies 4 12

Skeletons
Zap Wizard Tornado Dark Prince P.E.K.K.A
Zap
Fireball Skeletons Tornado Dark Prince P.E.K.K.A
Fireball
Zap Tornado Dark Prince
Hog Rider
Wizard
Tornado Skeletons Dark Prince P.E.K.K.A
Tornado
Fireball Wizard P.E.K.K.A Skeletons Zap Dark Prince
Dark Prince
Skeletons Zap Fireball Wizard Tornado
P.E.K.K.A
Tornado Skeletons Zap 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.

Zap Fireball Wizard
P.E.K.K.A Skeletons Zap Dark Prince
Tornado P.E.K.K.A Skeletons Dark Prince
P.E.K.K.A Skeletons Dark Prince
Fireball Tornado Dark Prince P.E.K.K.A
Fireball Tornado Skeletons Zap Dark Prince
Tornado Zap Fireball Wizard
Zap Fireball P.E.K.K.A
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Dark Prince
Skeletons Zap Fireball Wizard Tornado Dark Prince
Zap Fireball Wizard Tornado
P.E.K.K.A Skeletons Zap Fireball Wizard Dark Prince
Fireball Wizard Zap Tornado Dark Prince P.E.K.K.A
P.E.K.K.A
Tornado Zap Fireball P.E.K.K.A
Wizard Skeletons Fireball Tornado Dark Prince P.E.K.K.A
Fireball Zap Wizard Tornado Dark Prince
Zap Wizard Tornado Fireball Dark Prince
P.E.K.K.A Tornado
Wizard Dark Prince Fireball P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap Fireball Dark Prince P.E.K.K.A
Fireball Zap Wizard
P.E.K.K.A Skeletons Zap Dark Prince
Dark Prince P.E.K.K.A Zap Fireball Tornado
P.E.K.K.A Skeletons Dark Prince
Fireball Wizard Skeletons Zap Tornado
Dark Prince P.E.K.K.A Skeletons Fireball
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Skeletons Fireball Tornado Dark Prince
P.E.K.K.A Skeletons
P.E.K.K.A Dark Prince
P.E.K.K.A Zap Fireball Tornado Dark Prince
Dark Prince P.E.K.K.A Skeletons Fireball Wizard
Wizard Fireball
Skeletons Zap Fireball Tornado Dark Prince P.E.K.K.A
Zap Fireball Wizard Dark Prince 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.)

Fireball
Fireball Zap Tornado
Fireball
Fireball Dark Prince
Fireball Wizard Zap Dark Prince
Fireball Wizard Zap Tornado
Wizard Tornado
Fireball Zap Wizard Tornado
Fireball Zap Wizard Tornado
Fireball Tornado
Zap Fireball Wizard Tornado Dark Prince
Fireball Zap Wizard Tornado
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard
Fireball Wizard
Fireball Tornado
Zap Fireball Wizard Dark Prince
Zap Fireball Wizard Tornado
Fireball
Fireball Wizard Tornado
Tornado
Zap Fireball
Zap Tornado Fireball Wizard Dark Prince
Fireball Zap Wizard Tornado
Fireball Zap Wizard Tornado
Fireball Zap Tornado
Zap Fireball Wizard Tornado
Zap Fireball Wizard
Fireball
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Fireball Wizard
Zap Fireball Dark Prince
Fireball Zap Wizard Tornado
Fireball
Fireball Wizard Dark Prince
Zap Fireball Wizard
Zap Fireball Tornado
Dark Prince P.E.K.K.A
Zap Fireball Tornado
Zap Fireball Tornado
Zap Fireball Tornado Dark Prince

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