My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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.

Goblin Gang 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.

Dark 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.

Hog Rider

Damage spells

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

Zap Arrows Fireball

Punishments

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

Goblin Gang 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball 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.

Arrows 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.

Goblin Gang Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Goblin Gang Fireball Hog Rider Dark Prince Electro Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Goblin Gang Fireball

Attack Synergies 11 9

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 Fireball Hog Rider P.E.K.K.A Electro Wizard Dark Prince
Arrows
Zap Fireball Hog Rider P.E.K.K.A Dark Prince
Goblin Gang
Hog Rider Dark Prince P.E.K.K.A
Fireball
Zap Arrows Hog Rider Dark Prince Electro Wizard
Hog Rider
Zap Arrows Goblin Gang Fireball Dark Prince Electro Wizard
Dark Prince
Zap Arrows Goblin Gang Fireball Hog Rider Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Goblin Gang
Electro Wizard
Zap P.E.K.K.A Fireball Hog Rider Dark Prince

Defense Synergies 2 14

Zap
Fireball Electro Wizard Arrows Goblin Gang Dark Prince P.E.K.K.A
Arrows
Zap Fireball Dark Prince P.E.K.K.A
Goblin Gang
Zap Dark Prince P.E.K.K.A Electro Wizard
Fireball
Zap Arrows Dark Prince Electro Wizard
Hog Rider
Dark Prince
Zap Arrows Goblin Gang Fireball Electro Wizard
P.E.K.K.A
Zap Arrows Goblin Gang Electro Wizard
Electro Wizard
Zap Goblin Gang Fireball Dark 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.

Zap Fireball Electro Wizard
P.E.K.K.A Zap Goblin Gang Dark Prince Electro Wizard
Goblin Gang P.E.K.K.A Dark Prince Electro Wizard
P.E.K.K.A Goblin Gang Dark Prince Electro Wizard
Arrows Fireball Dark Prince P.E.K.K.A
Arrows Goblin Gang Fireball Zap Dark Prince Electro Wizard
Electro Wizard Zap Arrows Goblin Gang Fireball
Zap Arrows Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Dark Prince Electro Wizard
Goblin Gang Electro Wizard Zap Arrows Fireball Dark Prince
Arrows Zap Goblin Gang Fireball Electro Wizard
P.E.K.K.A Zap Goblin Gang Fireball Dark Prince Electro Wizard
Fireball Zap Arrows Goblin Gang Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang Fireball P.E.K.K.A Electro Wizard
Arrows Goblin Gang Fireball Dark Prince P.E.K.K.A Electro Wizard
Arrows Fireball Zap Goblin Gang Dark Prince Electro Wizard
Zap Arrows Fireball Dark Prince Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Dark Prince Arrows Fireball 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.

Goblin Gang Zap Fireball Dark Prince P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Arrows Goblin Gang
Goblin Gang P.E.K.K.A Zap Dark Prince Electro Wizard
Goblin Gang Dark Prince P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Goblin Gang Dark Prince
Arrows Fireball Zap Goblin Gang Electro Wizard
Goblin Gang Dark Prince P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Fireball Dark Prince
P.E.K.K.A Goblin Gang
P.E.K.K.A Dark Prince
P.E.K.K.A Zap Arrows Fireball Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Goblin Gang Fireball
Fireball
Goblin Gang Electro Wizard Zap Fireball Dark Prince P.E.K.K.A
Arrows Zap Fireball Dark Prince 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.)

Fireball Arrows
Arrows Fireball Zap Electro Wizard
Arrows Fireball
Arrows Fireball Dark Prince
Fireball Zap Arrows Dark Prince
Arrows Fireball Zap
Arrows
Arrows Fireball Zap
Arrows Fireball Zap
Goblin Gang Fireball Electro Wizard
Zap Arrows Fireball Dark Prince Electro Wizard
Fireball Zap Arrows
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball
Arrows Fireball
Zap Arrows Fireball Dark Prince Electro Wizard
Zap Arrows Fireball
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Dark Prince
Arrows Fireball Zap Electro Wizard
Fireball Zap Arrows
Fireball Zap Arrows
Zap Arrows Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Arrows Fireball
Zap Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball
Zap Electro Wizard Goblin Gang Fireball Dark Prince
Fireball Zap Arrows Electro Wizard
Arrows Fireball
Fireball Goblin Gang Dark Prince Electro Wizard
Arrows Zap Fireball
Zap Arrows Fireball
Dark Prince P.E.K.K.A
Zap Goblin Gang Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Dark Prince Electro Wizard

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