My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Wall Breakers

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers

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.

Archers Dark Prince P.E.K.K.A Royal Ghost Bandit

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 Fireball

Punishments

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

Dark Prince Royal Ghost Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Goblins Dark Prince P.E.K.K.A Royal Ghost 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.

Dark Prince Royal Ghost Bandit

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
Archers Dark Prince Bandit
Giant Snowball
Goblins Archers
Zap
Goblins Archers Dark Prince Bandit
Barbarian Barrel
Goblins Archers Dark Prince Royal Ghost Bandit
The Log
Goblins Archers Dark Prince Bandit
Earthquake
Archers
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Dark Prince P.E.K.K.A Royal Ghost Bandit
Fireball
Archers Bandit
Poison
Archers
Lightning
Dark Prince Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Dark Prince Royal Ghost

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.

Dark Prince P.E.K.K.A Royal Ghost

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.

Fireball

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.

Goblins Fireball

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.

Goblins Zap Archers Royal Ghost Bandit Fireball Dark Prince P.E.K.K.A

Shortest cycle

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

10 Goblins Zap Archers Royal Ghost

Attack Synergies 2 14

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.

Goblins
Zap Archers
Zap
Fireball P.E.K.K.A Goblins Archers Dark Prince Royal Ghost Bandit
Archers
Goblins Zap Dark Prince P.E.K.K.A Royal Ghost Bandit
Fireball
Zap Dark Prince
Dark Prince
Zap Archers Fireball Royal Ghost Bandit
P.E.K.K.A
Zap Archers
Royal Ghost
Zap Archers Dark Prince Bandit
Bandit
Zap Archers Dark Prince Royal Ghost

Defense Synergies 1 15

Goblins
Zap Archers Bandit
Zap
Fireball Goblins Archers Dark Prince P.E.K.K.A Royal Ghost Bandit
Archers
Goblins Zap Dark Prince P.E.K.K.A Bandit
Fireball
Zap Dark Prince Bandit
Dark Prince
Zap Archers Fireball Royal Ghost Bandit
P.E.K.K.A
Zap Archers
Royal Ghost
Zap Dark Prince
Bandit
Goblins Zap Archers Fireball Dark Prince

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 Fireball
P.E.K.K.A Goblins Zap Dark Prince Bandit
P.E.K.K.A Goblins Archers Dark Prince Bandit
P.E.K.K.A Goblins Dark Prince Bandit
Fireball Dark Prince P.E.K.K.A
Fireball Goblins Zap Archers Dark Prince Royal Ghost Bandit
Zap Archers Fireball
Zap Fireball P.E.K.K.A Bandit
P.E.K.K.A Goblins
Goblins Archers Dark Prince Royal Ghost Bandit
Goblins Archers Zap Fireball Dark Prince Royal Ghost Bandit
Zap Archers Fireball
P.E.K.K.A Zap Fireball Dark Prince Bandit
Fireball Goblins Zap Dark Prince P.E.K.K.A Royal Ghost
P.E.K.K.A Bandit
Zap Fireball P.E.K.K.A Bandit
Goblins Fireball Dark Prince P.E.K.K.A
Fireball Goblins Zap Archers Dark Prince Royal Ghost Bandit
Zap Archers Fireball Dark Prince Royal Ghost Bandit
P.E.K.K.A
Dark Prince Royal Ghost Goblins Archers Fireball P.E.K.K.A Bandit

Counters to secondary win conditions

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

Goblins Zap Archers Fireball Dark Prince P.E.K.K.A Royal Ghost Bandit
Fireball Bandit Zap Archers Royal Ghost
P.E.K.K.A Bandit Goblins Zap Dark Prince
Dark Prince P.E.K.K.A Zap Fireball Bandit
P.E.K.K.A Dark Prince Bandit
Fireball Zap Archers
Dark Prince P.E.K.K.A Goblins Archers Fireball Bandit
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Goblins Fireball Dark Prince Bandit
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Zap Fireball Dark Prince
Dark Prince P.E.K.K.A Fireball Bandit
Archers Fireball
Goblins Zap Archers Fireball Dark Prince P.E.K.K.A
Zap Archers Fireball Dark Prince P.E.K.K.A Royal Ghost

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.)

Fireball Royal Ghost Bandit
Fireball Zap Royal Ghost Bandit
Fireball Bandit
Fireball Dark Prince
Fireball Zap Dark Prince
Fireball Zap
Archers
Fireball Zap
Fireball Zap Bandit
Goblins Fireball
Zap Fireball Dark Prince Bandit
Fireball Zap Archers
Fireball Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Bandit
Fireball Bandit
Fireball
Zap Archers Fireball Dark Prince Bandit
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball Dark Prince
Fireball Zap Royal Ghost Bandit
Fireball Zap Bandit
Fireball Zap Bandit
Zap Archers Fireball
Zap Fireball
Fireball
Zap Fireball Bandit
Zap Fireball
P.E.K.K.A
Fireball
Zap Archers Fireball Dark Prince Bandit
Fireball Zap Archers
Fireball
Fireball Dark Prince
Zap Fireball
Zap Fireball
Dark Prince P.E.K.K.A
Zap Fireball
Zap Fireball
Zap Fireball Dark Prince Royal Ghost Bandit

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