My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby 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.

Battle Ram Baby Dragon Dark Prince P.E.K.K.A Fisherman Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Poison

Punishments

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

Battle Ram Dark Prince

Pump responses

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

Poison

Dropped at the bridge

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

Battle Ram Baby Dragon 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.

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
Battle Ram Dark Prince Fisherman
Giant Snowball
Battle Ram Baby Dragon Fisherman
Zap
Battle Ram Dark Prince Fisherman
Barbarian Barrel
Battle Ram Dark Prince Electro Wizard
The Log
Battle Ram Dark Prince Fisherman
Earthquake
Arrows
Royal Delivery
Battle Ram Baby Dragon Dark Prince P.E.K.K.A Fisherman Electro Wizard
Fireball
Battle Ram Baby Dragon Fisherman Electro Wizard
Poison
Fisherman Electro Wizard
Lightning
Battle Ram Baby Dragon Dark Prince Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Dark Prince Poison

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.

Battle Ram Baby Dragon Dark Prince Poison 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Fisherman Battle Ram Baby Dragon Dark Prince Poison Electro Wizard P.E.K.K.A

Shortest cycle

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

13 Zap Fisherman Battle Ram Baby Dragon

Attack Synergies 6 16

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
Battle Ram P.E.K.K.A Electro Wizard Baby Dragon Dark Prince Poison Fisherman
Battle Ram
Zap Poison Baby Dragon P.E.K.K.A Electro Wizard
Baby Dragon
Zap Battle Ram Dark Prince Poison P.E.K.K.A Fisherman Electro Wizard
Dark Prince
Zap Baby Dragon Poison Fisherman Electro Wizard
Poison
Battle Ram P.E.K.K.A Zap Baby Dragon Dark Prince
P.E.K.K.A
Zap Poison Electro Wizard Battle Ram Baby Dragon Fisherman
Fisherman
Zap Baby Dragon Dark Prince P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Battle Ram Baby Dragon Dark Prince

Defense Synergies 1 12

Zap
Electro Wizard Baby Dragon Dark Prince Poison P.E.K.K.A Fisherman
Battle Ram
Baby Dragon
Zap Dark Prince P.E.K.K.A
Dark Prince
Zap Baby Dragon Poison Electro Wizard
Poison
Zap Dark Prince Electro Wizard
P.E.K.K.A
Zap Baby Dragon Fisherman Electro Wizard
Fisherman
Zap P.E.K.K.A
Electro Wizard
Zap Dark Prince Poison 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 Baby Dragon Electro Wizard
P.E.K.K.A Zap Dark Prince Fisherman Electro Wizard
P.E.K.K.A Fisherman Dark Prince Electro Wizard
P.E.K.K.A Dark Prince Fisherman Electro Wizard
Dark Prince Poison P.E.K.K.A
Zap Baby Dragon Dark Prince Electro Wizard
Electro Wizard Zap Baby Dragon Poison
Zap Baby Dragon Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Fisherman
Dark Prince Fisherman Electro Wizard
Poison Electro Wizard Zap Baby Dragon Dark Prince Fisherman
Zap Baby Dragon Poison Electro Wizard
P.E.K.K.A Zap Dark Prince Electro Wizard
Zap Baby Dragon Dark Prince Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Fisherman Electro Wizard
Dark Prince Poison P.E.K.K.A Fisherman Electro Wizard
Zap Baby Dragon Dark Prince Fisherman Electro Wizard
Zap Baby Dragon Poison Dark Prince Fisherman Electro Wizard
P.E.K.K.A Fisherman Electro Wizard
Dark Prince Baby Dragon Poison P.E.K.K.A Fisherman Electro Wizard

Counters to secondary win conditions

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

Zap Dark Prince P.E.K.K.A Fisherman Electro Wizard
Poison Electro Wizard Zap Baby Dragon Fisherman
P.E.K.K.A Zap Dark Prince Fisherman Electro Wizard
Dark Prince P.E.K.K.A Zap Fisherman Electro Wizard
P.E.K.K.A Dark Prince Fisherman
Poison Zap Baby Dragon Electro Wizard
Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Dark Prince Fisherman
Zap P.E.K.K.A Electro Wizard Baby Dragon Dark Prince Poison
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Zap Dark Prince Poison Electro Wizard
Dark Prince P.E.K.K.A
Baby Dragon
Electro Wizard Zap Baby Dragon Dark Prince Poison P.E.K.K.A Fisherman
Poison Zap Baby Dragon 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.)

Poison Baby Dragon
Poison Zap Baby Dragon Fisherman Electro Wizard
Baby Dragon Poison
Dark Prince Poison
Poison Zap Baby Dragon Dark Prince
Poison Zap Baby Dragon
Baby Dragon Poison
Poison Zap Baby Dragon
Poison Zap Fisherman
Poison Fisherman Electro Wizard
Poison Zap Dark Prince Fisherman Electro Wizard
Poison Zap Baby Dragon
Poison Baby Dragon Fisherman
Baby Dragon Poison Fisherman
Zap Baby Dragon Poison Fisherman
Zap Baby Dragon Poison
Baby Dragon Poison
Poison
Fisherman
Zap Baby Dragon Dark Prince Poison Fisherman Electro Wizard
Zap Baby Dragon Poison
Baby Dragon Poison
Poison
Fisherman
Zap Baby Dragon Poison
Zap Poison Baby Dragon Dark Prince
Fisherman
Poison Zap Baby Dragon Fisherman Electro Wizard
Zap Baby Dragon Poison Fisherman
Poison Zap Baby Dragon Fisherman
Poison Zap Baby Dragon Electro Wizard
Zap Electro Wizard Poison
Poison Zap
Zap Poison Electro Wizard
P.E.K.K.A
Poison
Zap Electro Wizard Dark Prince
Poison Zap Baby Dragon Electro Wizard
Poison Baby Dragon Dark Prince Electro Wizard
Zap Baby Dragon Poison
Zap Poison
Dark Prince P.E.K.K.A
Zap Baby Dragon Poison Electro Wizard
Zap Poison Electro Wizard
Poison Zap Baby Dragon Dark Prince Electro Wizard

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