My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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!
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!

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.

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.

Zap Arrows Rage The Log

Punishments

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

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.

Barbarians Prince P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard The Log

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 Rage Prince P.E.K.K.A

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.

Barbarians 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.

Zap Rage The Log Arrows Barbarians Wizard Prince P.E.K.K.A

Shortest cycle

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

9 Zap Rage The Log Arrows

Attack Synergies 4 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.

Zap
Arrows Prince P.E.K.K.A The Log
Arrows
Zap P.E.K.K.A Prince
Barbarians
Wizard
Rage Prince P.E.K.K.A
Rage
Wizard Prince
Prince
Zap Arrows Wizard Rage The Log
P.E.K.K.A
Zap Arrows Wizard The Log
The Log
Zap Prince P.E.K.K.A

Defense Synergies 2 11

Zap
Arrows Barbarians Prince P.E.K.K.A The Log
Arrows
Zap Barbarians Prince P.E.K.K.A
Barbarians
Zap Arrows
Wizard
Prince P.E.K.K.A The Log
Rage
Prince
The Log Zap Arrows Wizard
P.E.K.K.A
The Log Zap Arrows Wizard
The Log
Prince P.E.K.K.A 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 Wizard The Log
Barbarians P.E.K.K.A Zap Prince The Log
Barbarians Prince P.E.K.K.A
Barbarians Prince P.E.K.K.A
Arrows Barbarians Prince P.E.K.K.A The Log
Arrows The Log Zap
Zap Arrows Wizard
Zap Arrows Barbarians P.E.K.K.A The Log
Barbarians P.E.K.K.A Prince
Barbarians Prince
Barbarians Zap Arrows Wizard The Log
Arrows Zap Wizard
Barbarians Prince P.E.K.K.A Zap Wizard The Log
Wizard Zap Arrows Barbarians Prince P.E.K.K.A The Log
Barbarians P.E.K.K.A Prince
Barbarians Zap Prince P.E.K.K.A The Log
Barbarians Wizard Arrows Prince P.E.K.K.A
Arrows Zap Barbarians Wizard Prince The Log
Zap Arrows Wizard The Log Barbarians
Barbarians P.E.K.K.A Prince
Wizard Arrows Barbarians Prince P.E.K.K.A The Log

Counters to secondary win conditions

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

Barbarians Zap Prince P.E.K.K.A
Zap Arrows Wizard Prince The Log
Barbarians P.E.K.K.A Zap Prince The Log
Prince P.E.K.K.A Zap Barbarians The Log
Barbarians P.E.K.K.A Prince
Arrows Wizard Zap
Prince P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Prince
Zap P.E.K.K.A Barbarians Prince The Log
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Prince
P.E.K.K.A Zap Arrows Barbarians Prince The Log
Barbarians Prince P.E.K.K.A Wizard
Wizard Barbarians
Barbarians Zap Prince P.E.K.K.A The Log
Arrows Zap Barbarians Wizard P.E.K.K.A The Log

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 The Log
Arrows Zap The Log
Arrows The Log
Arrows Barbarians Prince The Log
Wizard Zap Arrows The Log
Arrows Wizard Zap
Arrows Wizard The Log
Arrows The Log Zap Wizard
Arrows The Log Zap Wizard
Prince
Zap Arrows Wizard Prince The Log
Zap Arrows Wizard
The Log
Arrows
Zap Arrows Prince The Log
Zap Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Zap Arrows Wizard Prince The Log
Zap Arrows Wizard The Log
Prince The Log
Arrows Wizard
Prince The Log
Zap Arrows Barbarians The Log
Zap Arrows The Log Wizard
Arrows The Log Zap Wizard
Zap Arrows Wizard Prince The Log
Zap Arrows The Log
Zap Arrows Wizard
Zap Wizard
Zap Arrows Wizard The Log
Zap Arrows
P.E.K.K.A Prince
Arrows Wizard The Log
Zap Barbarians Prince
Zap Arrows Wizard
Arrows The Log
Wizard Prince
Arrows The Log Zap Wizard
Zap Arrows
Prince P.E.K.K.A
Zap The Log
Zap
Zap Prince The Log

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