My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Mega Minion Wizard 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.

Mega Minion Wizard Prince P.E.K.K.A Electro Wizard

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.

Lightning

Punishments

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

Prince

Pump responses

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

Lightning

Dropped at the bridge

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

Goblins Barbarians 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.

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
Prince
Giant Snowball
Goblins Barbarians Mega Minion
Zap
Goblins Prince
Barbarian Barrel
Goblins Barbarians Wizard Electro Wizard
The Log
Goblins Barbarians Prince
Earthquake
Barbarians
Arrows
Goblins
Royal Delivery
Goblins Barbarians Mega Minion Wizard Prince P.E.K.K.A Electro Wizard
Fireball
Barbarians Mega Minion Wizard Electro Wizard
Poison
Barbarians Mega Minion Wizard Electro Wizard
Lightning
Mega Minion Wizard Prince Electro Wizard
Rocket
Barbarians Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Mega Minion 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.

Goblins Barbarians Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Mega Minion Electro Wizard Barbarians Wizard Prince Lightning P.E.K.K.A

Shortest cycle

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

14 Goblins Mega Minion Electro Wizard Barbarians

Attack Synergies 1 4

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
Barbarians
Mega Minion
Wizard
Prince P.E.K.K.A
Prince
Wizard Lightning Electro Wizard
Lightning
Prince
P.E.K.K.A
Electro Wizard Wizard
Electro Wizard
P.E.K.K.A Prince

Defense Synergies 0 10

Goblins
Mega Minion Wizard Electro Wizard
Barbarians
Mega Minion
Goblins Wizard Electro Wizard
Wizard
Goblins Mega Minion Prince P.E.K.K.A Electro Wizard
Prince
Wizard Electro Wizard
Lightning
P.E.K.K.A
Wizard Electro Wizard
Electro Wizard
Goblins Mega Minion Wizard Prince 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.

Lightning Mega Minion Wizard Electro Wizard
Barbarians P.E.K.K.A Goblins Mega Minion Prince Electro Wizard
Barbarians Prince P.E.K.K.A Goblins Mega Minion Lightning Electro Wizard
Barbarians Prince P.E.K.K.A Goblins Mega Minion Electro Wizard
Lightning Barbarians Prince P.E.K.K.A
Goblins Mega Minion Electro Wizard
Mega Minion Lightning Electro Wizard Wizard
Lightning Barbarians P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Goblins Prince
Goblins Barbarians Prince Electro Wizard
Goblins Barbarians Electro Wizard Mega Minion Wizard
Mega Minion Wizard Electro Wizard
Barbarians Prince P.E.K.K.A Wizard Lightning Electro Wizard
Wizard Goblins Barbarians Mega Minion Prince P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Prince Electro Wizard
Barbarians Prince Lightning P.E.K.K.A Electro Wizard
Barbarians Wizard Goblins Prince P.E.K.K.A Electro Wizard
Goblins Barbarians Mega Minion Wizard Prince Electro Wizard
Wizard Barbarians Mega Minion Electro Wizard
Barbarians P.E.K.K.A Prince Electro Wizard
Wizard Goblins Barbarians Prince P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Barbarians Goblins Prince P.E.K.K.A Electro Wizard
Electro Wizard Mega Minion Wizard Prince Lightning
Barbarians P.E.K.K.A Goblins Prince Lightning Electro Wizard
Prince Lightning P.E.K.K.A Barbarians Electro Wizard
Barbarians P.E.K.K.A Prince
Wizard Electro Wizard
Prince P.E.K.K.A Goblins Barbarians Mega Minion Lightning Electro Wizard
P.E.K.K.A Barbarians Prince
Lightning P.E.K.K.A Electro Wizard Goblins Barbarians Mega Minion Prince
P.E.K.K.A Barbarians Mega Minion
P.E.K.K.A Barbarians Mega Minion Prince
Lightning P.E.K.K.A Barbarians Prince Electro Wizard
Barbarians Prince Lightning P.E.K.K.A Wizard
Wizard Barbarians
Barbarians Electro Wizard Goblins Mega Minion Prince Lightning P.E.K.K.A
Barbarians Mega Minion Wizard 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.)

Lightning
Electro Wizard
Lightning
Lightning Barbarians Prince
Wizard
Wizard Mega Minion
Wizard
Wizard Lightning
Wizard Lightning
Lightning Goblins Prince Electro Wizard
Lightning Wizard Prince Electro Wizard
Lightning Wizard
Lightning
Lightning
Lightning Prince
Lightning Wizard
Lightning Wizard
Lightning
Lightning
Lightning Mega Minion Wizard Prince Electro Wizard
Lightning Wizard
Lightning Prince
Lightning Wizard
Prince Lightning
Lightning Barbarians
Wizard
Mega Minion
Wizard Lightning Electro Wizard
Lightning Wizard Prince
Lightning
Lightning Wizard Electro Wizard
Lightning Electro Wizard Mega Minion Wizard
Lightning Mega Minion
Lightning Wizard
Lightning Electro Wizard
P.E.K.K.A Prince
Wizard Lightning
Lightning Electro Wizard Barbarians Prince
Lightning Mega Minion Wizard Electro Wizard
Lightning Mega Minion Wizard Prince Electro Wizard
Wizard Lightning
Lightning
Mega Minion Prince P.E.K.K.A
Lightning Electro Wizard
Lightning Electro Wizard
Lightning Prince Electro Wizard

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