My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon 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.

Knight Prince Electro Dragon P.E.K.K.A Bandit Electro Wizard

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 Rocket

Punishments

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

Prince Bandit

Pump responses

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

Rocket

Dropped at the bridge

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

Knight Prince P.E.K.K.A Bandit

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket Electro Dragon

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.

Knight Rocket 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Bandit Electro Wizard Prince Electro Dragon Rocket P.E.K.K.A

Shortest cycle

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

12 Zap Knight Bandit Electro Wizard

Attack Synergies 4 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
Prince P.E.K.K.A Electro Wizard Knight Electro Dragon Bandit
Knight
Zap Prince Electro Dragon Electro Wizard
Rocket
Prince
Zap Knight Electro Wizard
Electro Dragon
Zap Knight P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Electro Dragon
Bandit
Zap Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Prince Bandit

Defense Synergies 3 9

Zap
Electro Wizard Knight Prince Electro Dragon P.E.K.K.A Bandit
Knight
Electro Dragon Electro Wizard Zap
Rocket
Prince
Zap Electro Wizard
Electro Dragon
Knight Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard
Bandit
Zap Electro Wizard
Electro Wizard
Zap Knight Prince Electro Dragon P.E.K.K.A Bandit

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.

Rocket Zap Knight Electro Dragon Electro Wizard
P.E.K.K.A Zap Knight Prince Electro Dragon Bandit Electro Wizard
Rocket Prince P.E.K.K.A Knight Electro Dragon Bandit Electro Wizard
Prince P.E.K.K.A Knight Electro Dragon Bandit Electro Wizard
Rocket Prince P.E.K.K.A
Zap Electro Dragon Bandit Electro Wizard
Rocket Electro Wizard Zap Electro Dragon
Rocket Zap Electro Dragon P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Prince
Knight Prince Bandit Electro Wizard
Electro Wizard Zap Knight Electro Dragon Bandit
Zap Electro Dragon Electro Wizard
Prince P.E.K.K.A Zap Knight Rocket Electro Dragon Bandit Electro Wizard
Rocket Zap Prince Electro Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Prince Bandit Electro Wizard
Rocket Zap Prince P.E.K.K.A Bandit Electro Wizard
Knight Prince Electro Dragon P.E.K.K.A Electro Wizard
Zap Knight Prince Electro Dragon Bandit Electro Wizard
Zap Knight Electro Dragon Bandit Electro Wizard
P.E.K.K.A Prince Electro Wizard
Knight Prince Electro Dragon P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Zap Prince P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Knight Rocket Prince Electro Dragon
P.E.K.K.A Bandit Zap Knight Rocket Prince Electro Dragon Electro Wizard
Rocket Prince P.E.K.K.A Zap Knight Bandit Electro Wizard
P.E.K.K.A Knight Prince Bandit
Rocket Zap Electro Dragon Electro Wizard
Rocket Prince P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight Prince
Zap Rocket Electro Dragon P.E.K.K.A Electro Wizard Knight Prince Bandit
P.E.K.K.A
P.E.K.K.A Knight Prince Electro Dragon
Rocket P.E.K.K.A Zap Prince Electro Wizard
Rocket Prince P.E.K.K.A Knight Bandit
Electro Dragon
Electro Dragon Electro Wizard Zap Knight Rocket Prince P.E.K.K.A
Zap Electro Dragon 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.)

Knight Rocket Electro Dragon Bandit
Zap Electro Dragon Bandit Electro Wizard
Rocket Electro Dragon Bandit
Knight Rocket Prince
Rocket Zap
Zap Rocket Electro Dragon
Zap Electro Dragon
Zap Electro Dragon Bandit
Rocket Prince Electro Dragon Electro Wizard
Rocket Zap Knight Prince Electro Dragon Bandit Electro Wizard
Zap Rocket Electro Dragon
Rocket Knight Bandit
Rocket Electro Dragon Bandit
Zap Prince
Rocket Zap Electro Dragon Bandit
Rocket Electro Dragon Bandit
Rocket
Rocket
Rocket Zap Prince Electro Dragon Bandit Electro Wizard
Rocket Zap Electro Dragon
Rocket Prince
Rocket
Rocket Prince
Rocket Zap Electro Dragon
Zap Electro Dragon
Zap Electro Dragon Bandit Electro Wizard
Zap Prince Electro Dragon Bandit
Rocket Zap Bandit
Zap Electro Dragon Electro Wizard
Zap Rocket Electro Dragon Electro Wizard
Zap Rocket Electro Dragon Bandit
Zap Rocket Electro Dragon Electro Wizard
P.E.K.K.A Prince
Rocket
Zap Electro Wizard Rocket Prince Electro Dragon Bandit
Rocket Zap Electro Dragon Electro Wizard
Knight Rocket Prince Electro Dragon Electro Wizard
Zap Electro Dragon
Rocket Zap
Prince Electro Dragon P.E.K.K.A
Zap Electro Dragon Rocket Electro Wizard
Zap Rocket Electro Dragon Electro Wizard
Electro Dragon Zap Rocket Prince Bandit Electro Wizard

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