My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ice 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 Dark Prince P.E.K.K.A Ice Wizard Sparky

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 Rage

Punishments

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

Mini P.E.K.K.A Dark 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.

Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Dark Prince Ice Wizard Sparky

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Mini P.E.K.K.A Rage Dark Prince P.E.K.K.A Ice Wizard Sparky

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.

Wizard Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Ice Wizard Mini P.E.K.K.A Dark Prince Wizard Sparky P.E.K.K.A

Shortest cycle

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

11 Zap Rage Ice Wizard Mini P.E.K.K.A

Attack Synergies 4 15

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
P.E.K.K.A Sparky Mini P.E.K.K.A Dark Prince Ice Wizard
Mini P.E.K.K.A
Sparky Zap Wizard Rage Dark Prince Ice Wizard
Wizard
Mini P.E.K.K.A Rage Dark Prince P.E.K.K.A Sparky
Rage
Sparky Mini P.E.K.K.A Wizard Dark Prince
Dark Prince
Zap Mini P.E.K.K.A Wizard Rage Ice Wizard Sparky
P.E.K.K.A
Zap Wizard Ice Wizard
Ice Wizard
Zap Mini P.E.K.K.A Dark Prince P.E.K.K.A
Sparky
Zap Mini P.E.K.K.A Rage Wizard Dark Prince

Defense Synergies 1 11

Zap
Mini P.E.K.K.A Dark Prince P.E.K.K.A Ice Wizard Sparky
Mini P.E.K.K.A
Zap Wizard Ice Wizard
Wizard
Mini P.E.K.K.A Dark Prince P.E.K.K.A Ice Wizard
Rage
Dark Prince
Zap Wizard Ice Wizard
P.E.K.K.A
Zap Wizard Ice Wizard
Ice Wizard
Zap Mini P.E.K.K.A Wizard Dark Prince P.E.K.K.A
Sparky
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 Wizard Sparky
Mini P.E.K.K.A P.E.K.K.A Sparky Zap Dark Prince Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Sparky Dark Prince Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Sparky Dark Prince Ice Wizard
Mini P.E.K.K.A Dark Prince P.E.K.K.A Sparky
Zap Dark Prince Ice Wizard
Zap Wizard Ice Wizard
Zap P.E.K.K.A Sparky
Mini P.E.K.K.A P.E.K.K.A Sparky Ice Wizard
Mini P.E.K.K.A Dark Prince Ice Wizard Sparky
Ice Wizard Zap Wizard Dark Prince
Zap Wizard Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Sparky Zap Wizard Dark Prince Ice Wizard
Wizard Sparky Zap Mini P.E.K.K.A Dark Prince P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Sparky
Zap Mini P.E.K.K.A P.E.K.K.A Sparky
Wizard Sparky Mini P.E.K.K.A Dark Prince P.E.K.K.A
Zap Wizard Dark Prince Ice Wizard
Zap Wizard Dark Prince Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Sparky
Wizard Dark Prince Mini P.E.K.K.A P.E.K.K.A Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Dark Prince P.E.K.K.A Sparky
Zap Mini P.E.K.K.A Wizard
P.E.K.K.A Zap Mini P.E.K.K.A Dark Prince Sparky
Mini P.E.K.K.A Dark Prince P.E.K.K.A Zap Sparky
P.E.K.K.A Mini P.E.K.K.A Dark Prince Sparky
Wizard Zap Ice Wizard
Mini P.E.K.K.A Dark Prince P.E.K.K.A Sparky Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Dark Prince Sparky
Zap P.E.K.K.A Mini P.E.K.K.A Dark Prince Sparky
P.E.K.K.A Sparky
P.E.K.K.A Mini P.E.K.K.A Dark Prince Sparky
P.E.K.K.A Zap Dark Prince
Mini P.E.K.K.A Dark Prince P.E.K.K.A Wizard Sparky
Wizard Sparky
Sparky Zap Mini P.E.K.K.A Dark Prince P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Dark Prince P.E.K.K.A Ice Wizard Sparky

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.)

Sparky
Zap Ice Wizard
Sparky
Dark Prince Sparky
Wizard Zap Dark Prince Sparky
Wizard Zap Ice Wizard
Wizard Sparky
Zap Wizard Ice Wizard
Zap Wizard
Mini P.E.K.K.A Sparky
Zap Wizard Dark Prince Sparky
Zap Wizard
Sparky
Zap Sparky
Zap Wizard Sparky
Wizard Sparky
Sparky
Mini P.E.K.K.A Sparky
Zap Mini P.E.K.K.A Wizard Dark Prince Sparky
Zap Wizard
Sparky
Wizard
Sparky
Zap
Zap Wizard Dark Prince Ice Wizard Sparky
Zap Wizard Ice Wizard Sparky
Zap Wizard Sparky
Zap Sparky
Zap Wizard Ice Wizard Sparky
Zap Wizard
Mini P.E.K.K.A Sparky
Zap Wizard Sparky
Zap Sparky
P.E.K.K.A Sparky
Wizard Sparky
Zap Dark Prince
Zap Wizard Ice Wizard
Mini P.E.K.K.A Wizard Dark Prince Sparky
Zap Wizard
Zap Sparky
Dark Prince P.E.K.K.A Sparky
Zap Sparky
Zap
Zap Dark Prince Sparky

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