My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Missing cards in your collection

Royal Ghost Bandit Magic Archer

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 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!
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

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 Elixir Collector 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.

Missing

Damage spells

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

Zap Arrows

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 Prince

Pump responses

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

Elixir Collector

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard 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.

Arrows Mini P.E.K.K.A Elixir Collector Dark Prince 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Mini P.E.K.K.A Dark Prince Wizard Prince Elixir Collector P.E.K.K.A

Shortest cycle

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

13 Zap Arrows Mini P.E.K.K.A Dark Prince

Attack Synergies 5 10

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
Arrows Prince P.E.K.K.A Mini P.E.K.K.A Dark Prince
Arrows
Zap P.E.K.K.A Mini P.E.K.K.A Dark Prince Prince
Mini P.E.K.K.A
Zap Arrows Wizard Dark Prince
Wizard
Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Elixir Collector
Dark Prince
Prince Zap Arrows Mini P.E.K.K.A Wizard
Prince
Zap Dark Prince Arrows Wizard
P.E.K.K.A
Zap Arrows Wizard

Defense Synergies 1 13

Zap
Mini P.E.K.K.A Arrows Dark Prince Prince P.E.K.K.A
Arrows
Zap Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Mini P.E.K.K.A
Zap Arrows Wizard
Wizard
Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Elixir Collector
Dark Prince
Zap Arrows Wizard Prince
Prince
Zap Arrows Wizard Dark Prince
P.E.K.K.A
Zap Arrows Wizard

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
Mini P.E.K.K.A P.E.K.K.A Zap Dark Prince Prince
Mini P.E.K.K.A Prince P.E.K.K.A Dark Prince
Mini P.E.K.K.A Prince P.E.K.K.A Dark Prince
Arrows Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Arrows Zap Dark Prince
Zap Arrows Wizard
Zap Arrows P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Prince
Mini P.E.K.K.A Dark Prince Prince
Zap Arrows Wizard Dark Prince
Arrows Zap Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Zap Wizard Dark Prince
Wizard Zap Arrows Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Prince
Zap Mini P.E.K.K.A Prince P.E.K.K.A
Wizard Arrows Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Arrows Zap Wizard Dark Prince Prince
Zap Arrows Wizard Dark Prince
Mini P.E.K.K.A P.E.K.K.A Prince
Wizard Dark Prince Arrows Mini P.E.K.K.A Prince P.E.K.K.A

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 Prince P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard Prince
P.E.K.K.A Zap Mini P.E.K.K.A Dark Prince Prince
Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A Zap
P.E.K.K.A Mini P.E.K.K.A Dark Prince Prince
Arrows Wizard Zap
Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Dark Prince Prince
Zap P.E.K.K.A Mini P.E.K.K.A Dark Prince Prince
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Dark Prince Prince
P.E.K.K.A Zap Arrows Dark Prince Prince
Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A Wizard
Wizard
Zap Mini P.E.K.K.A Dark Prince Prince P.E.K.K.A
Arrows Zap Mini P.E.K.K.A Wizard 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.)

Arrows
Arrows Zap
Arrows
Arrows Dark Prince Prince
Wizard Zap Arrows Dark Prince
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Mini P.E.K.K.A Prince
Zap Arrows Wizard Dark Prince Prince
Zap Arrows Wizard
Arrows
Zap Arrows Prince
Zap Arrows Wizard
Arrows Wizard
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard Dark Prince Prince
Zap Arrows Wizard
Prince
Arrows Wizard
Prince
Zap Arrows
Zap Arrows Wizard Dark Prince
Arrows Zap Wizard
Zap Arrows Wizard Prince
Zap Arrows
Zap Arrows Wizard
Zap Wizard
Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A Prince
Arrows Wizard
Zap Dark Prince Prince
Zap Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard Dark Prince Prince
Arrows Zap Wizard
Zap Arrows
Dark Prince Prince P.E.K.K.A
Zap
Zap
Zap Dark Prince Prince

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