My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Wizard Magic Archer

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 Balloon Bowler Bandit Magic Archer

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Missing

Punishments

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

Elite Barbarians Mini P.E.K.K.A Dark Prince Balloon Bandit

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.

Elite Barbarians Mini P.E.K.K.A Dark Prince Balloon Bandit Magic Archer

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.

Elite Barbarians Mini P.E.K.K.A Dark Prince Balloon Bandit Magic Archer

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
Elite Barbarians Dark Prince Balloon Bandit
Giant Snowball
Balloon
Zap
Dark Prince Balloon Bandit
Barbarian Barrel
Elite Barbarians Wizard Dark Prince Bandit Magic Archer
The Log
Elite Barbarians Mini P.E.K.K.A Dark Prince Bandit
Earthquake
Arrows
Royal Delivery
Elite Barbarians Mini P.E.K.K.A Wizard Dark Prince Balloon Bowler Bandit Magic Archer
Fireball
Elite Barbarians Wizard Balloon Bowler Bandit Magic Archer
Poison
Wizard Balloon Magic Archer
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard Dark Prince Balloon Bowler Bandit Magic Archer
Rocket
Elite Barbarians Wizard Balloon Bowler Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince Bowler Magic Archer

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.

Mini P.E.K.K.A Dark Prince Bowler

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.

Elite Barbarians

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

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.

Bandit Mini P.E.K.K.A Dark Prince Magic Archer Wizard Balloon Bowler Elite Barbarians

Shortest cycle

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

15 Bandit Mini P.E.K.K.A Dark Prince Magic Archer

Attack Synergies 0 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.

Elite Barbarians
Wizard Bandit
Mini P.E.K.K.A
Wizard Dark Prince Bowler Magic Archer
Wizard
Elite Barbarians Mini P.E.K.K.A Dark Prince Balloon Bandit
Dark Prince
Mini P.E.K.K.A Wizard Balloon Bandit Magic Archer
Balloon
Wizard Dark Prince Bandit Magic Archer
Bowler
Mini P.E.K.K.A Magic Archer
Bandit
Elite Barbarians Wizard Dark Prince Balloon Magic Archer
Magic Archer
Mini P.E.K.K.A Dark Prince Balloon Bowler Bandit

Defense Synergies 1 12

Elite Barbarians
Dark Prince Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Elite Barbarians Wizard Bowler Magic Archer
Wizard
Elite Barbarians Mini P.E.K.K.A Dark Prince Bandit
Dark Prince
Elite Barbarians Wizard Bowler Bandit Magic Archer
Balloon
Bowler
Mini P.E.K.K.A Dark Prince Bandit
Bandit
Wizard Dark Prince Bowler Magic Archer
Magic Archer
Mini P.E.K.K.A Dark Prince 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.

Bowler Wizard Magic Archer
Elite Barbarians Mini P.E.K.K.A Dark Prince Bandit
Mini P.E.K.K.A Bowler Elite Barbarians Dark Prince Bandit
Elite Barbarians Mini P.E.K.K.A Dark Prince Bowler Bandit
Elite Barbarians Mini P.E.K.K.A Dark Prince Bowler
Bowler Dark Prince Bandit Magic Archer
Wizard Magic Archer
Bowler Bandit Magic Archer
Mini P.E.K.K.A Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Dark Prince Bowler Bandit
Wizard Dark Prince Bowler Bandit Magic Archer
Wizard Magic Archer
Mini P.E.K.K.A Bowler Elite Barbarians Wizard Dark Prince Bandit
Wizard Bowler Mini P.E.K.K.A Dark Prince Magic Archer
Elite Barbarians Mini P.E.K.K.A Bandit
Elite Barbarians Mini P.E.K.K.A Bowler Bandit
Wizard Elite Barbarians Mini P.E.K.K.A Dark Prince Bowler
Elite Barbarians Wizard Dark Prince Bowler Bandit Magic Archer
Wizard Dark Prince Bowler Bandit Magic Archer
Mini P.E.K.K.A Elite Barbarians
Wizard Dark Prince Bowler Elite Barbarians Mini P.E.K.K.A Bandit

Counters to secondary win conditions

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

Mini P.E.K.K.A Elite Barbarians Dark Prince Bowler Bandit
Bandit Elite Barbarians Mini P.E.K.K.A Wizard Bowler Magic Archer
Bandit Elite Barbarians Mini P.E.K.K.A Dark Prince Bowler
Mini P.E.K.K.A Dark Prince Bowler Elite Barbarians Bandit
Elite Barbarians Mini P.E.K.K.A Dark Prince Bowler Bandit
Wizard Magic Archer
Mini P.E.K.K.A Dark Prince Elite Barbarians Bowler Bandit
Mini P.E.K.K.A Elite Barbarians Dark Prince
Elite Barbarians Mini P.E.K.K.A Dark Prince Bandit Magic Archer
Elite Barbarians Mini P.E.K.K.A Dark Prince Bowler
Elite Barbarians Dark Prince Bowler
Elite Barbarians Mini P.E.K.K.A Dark Prince Bowler Wizard Bandit
Wizard Bowler Magic Archer
Elite Barbarians Mini P.E.K.K.A Dark Prince Bowler Magic Archer
Bowler Elite Barbarians Mini P.E.K.K.A Wizard Dark Prince Magic Archer

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.)

Magic Archer Bandit
Bowler Bandit Magic Archer
Bandit Magic Archer
Dark Prince
Wizard Dark Prince Bowler Magic Archer
Wizard Magic Archer
Wizard Bowler Magic Archer
Wizard Bowler Magic Archer
Wizard Bandit
Elite Barbarians Mini P.E.K.K.A Bowler
Wizard Dark Prince Bowler Bandit Magic Archer
Wizard Magic Archer
Elite Barbarians Bowler Bandit Magic Archer
Bandit Magic Archer
Elite Barbarians Magic Archer
Wizard Bowler Bandit Magic Archer
Magic Archer Wizard Bowler Bandit
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Dark Prince Bowler Bandit Magic Archer
Wizard Bowler Magic Archer
Bowler Magic Archer
Wizard
Bowler
Wizard Dark Prince Bowler Magic Archer
Wizard Bowler Bandit Magic Archer
Wizard Bowler Bandit Magic Archer
Bandit Magic Archer
Elite Barbarians Wizard Magic Archer
Wizard
Elite Barbarians Mini P.E.K.K.A Bowler
Wizard Bandit Magic Archer
Magic Archer
Wizard Bowler Magic Archer
Dark Prince Bandit Magic Archer
Wizard Magic Archer
Mini P.E.K.K.A Wizard Dark Prince Bowler Magic Archer
Wizard Bowler Magic Archer
Elite Barbarians Dark Prince
Elite Barbarians Bowler Magic Archer
Magic Archer
Dark Prince Bowler Bandit Magic Archer

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