My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats

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.

Bats Skeleton Barrel Dark Prince Prince P.E.K.K.A

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Zap Fireball

Punishments

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

Skeleton Barrel Dark Prince 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.

Skeleton Barrel 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.

Skeleton Barrel 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
Bats Skeleton Barrel Guards Dark Prince Prince
Giant Snowball
Bats Skeleton Barrel Guards
Zap
Bats Skeleton Barrel Guards Dark Prince Prince
Barbarian Barrel
Skeleton Barrel Guards Dark Prince
The Log
Skeleton Barrel Guards Dark Prince Prince
Earthquake
Guards
Arrows
Bats Skeleton Barrel Guards
Royal Delivery
Bats Skeleton Barrel Guards Dark Prince Prince P.E.K.K.A
Fireball
Skeleton Barrel
Poison
Bats Skeleton Barrel Guards
Lightning
Dark Prince Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Bats Skeleton Barrel Guards 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.

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

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.

Bats Zap Skeleton Barrel Guards Fireball Dark Prince Prince P.E.K.K.A

Shortest cycle

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

10 Bats Zap Skeleton Barrel Guards

Attack Synergies 6 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.

Bats
Skeleton Barrel Zap Dark Prince Prince P.E.K.K.A
Zap
Fireball Prince P.E.K.K.A Bats Skeleton Barrel Guards Dark Prince
Skeleton Barrel
Bats Fireball Zap Guards Dark Prince Prince
Fireball
Zap Skeleton Barrel Dark Prince
Guards
Zap Skeleton Barrel
Dark Prince
Prince Bats Zap Skeleton Barrel Fireball
Prince
Zap Dark Prince Bats Skeleton Barrel
P.E.K.K.A
Zap Bats

Defense Synergies 1 13

Bats
Zap Dark Prince Prince P.E.K.K.A
Zap
Fireball Bats Skeleton Barrel Guards Dark Prince Prince P.E.K.K.A
Skeleton Barrel
Zap Fireball
Fireball
Zap Skeleton Barrel Dark Prince
Guards
Zap Prince
Dark Prince
Bats Zap Fireball Prince
Prince
Bats Zap Guards Dark Prince
P.E.K.K.A
Bats Zap

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 Skeleton Barrel Fireball
P.E.K.K.A Bats Zap Dark Prince Prince
Prince P.E.K.K.A Bats Dark Prince
Prince P.E.K.K.A Bats Guards Dark Prince
Fireball Dark Prince Prince P.E.K.K.A
Fireball Bats Zap Guards Dark Prince
Bats Zap Fireball
Zap Skeleton Barrel Fireball P.E.K.K.A
P.E.K.K.A Prince
Guards Dark Prince Prince
Bats Guards Zap Fireball Dark Prince
Bats Zap Fireball
Prince P.E.K.K.A Bats Zap Fireball Guards Dark Prince
Fireball Bats Zap Guards Dark Prince Prince P.E.K.K.A
P.E.K.K.A Prince
Zap Fireball Prince P.E.K.K.A
Bats Fireball Dark Prince Prince P.E.K.K.A
Fireball Bats Zap Guards Dark Prince Prince
Zap Bats Fireball Guards Dark Prince
P.E.K.K.A Prince
Dark Prince Bats Fireball Guards Prince P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Fireball Dark Prince Prince P.E.K.K.A
Fireball Zap Skeleton Barrel Prince
Guards P.E.K.K.A Bats Zap Dark Prince Prince
Guards Dark Prince Prince P.E.K.K.A Bats Zap Fireball
P.E.K.K.A Guards Dark Prince Prince
Fireball Bats Zap Skeleton Barrel
Guards Dark Prince Prince P.E.K.K.A Bats Fireball
P.E.K.K.A Dark Prince Prince
Zap P.E.K.K.A Bats Fireball Dark Prince Prince
P.E.K.K.A Guards
P.E.K.K.A Bats Guards Dark Prince Prince
P.E.K.K.A Zap Fireball Guards Dark Prince Prince
Dark Prince Prince P.E.K.K.A Fireball Guards
Fireball
Guards Bats Zap Fireball Dark Prince Prince P.E.K.K.A
Bats Zap Fireball 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.)

Skeleton Barrel Fireball Guards
Fireball Zap Skeleton Barrel
Skeleton Barrel Fireball
Skeleton Barrel Fireball Guards Dark Prince Prince
Fireball Zap Dark Prince
Fireball Bats Zap Skeleton Barrel
Fireball Zap Skeleton Barrel
Fireball Zap Skeleton Barrel
Bats Fireball Guards Prince
Zap Skeleton Barrel Fireball Dark Prince Prince
Fireball Zap
Skeleton Barrel Fireball
Skeleton Barrel Fireball
Zap Skeleton Barrel Fireball Prince
Zap Skeleton Barrel Fireball
Skeleton Barrel Fireball
Fireball
Bats
Zap Skeleton Barrel Fireball Dark Prince Prince
Zap Skeleton Barrel Fireball
Fireball Prince
Fireball
Prince
Zap Skeleton Barrel Fireball
Zap Fireball Dark Prince
Fireball Zap Skeleton Barrel
Fireball Zap Skeleton Barrel Prince
Fireball Zap Skeleton Barrel
Bats Zap Fireball
Zap Bats Skeleton Barrel Fireball Guards
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A Prince
Fireball
Zap Skeleton Barrel Bats Fireball Guards Dark Prince Prince
Fireball Zap
Fireball
Fireball Dark Prince Prince
Zap Skeleton Barrel Fireball
Zap Fireball
Dark Prince Prince P.E.K.K.A
Zap Bats Fireball Guards
Bats Zap Fireball
Zap Skeleton Barrel Fireball Dark Prince Prince

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