My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Archers Mega Knight Little Prince

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball

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 Hog Rider Mega Knight

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.

Mini P.E.K.K.A Hog Rider Mega Knight

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 Hog Rider

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
Skeletons Archers Hog Rider
Giant Snowball
Skeletons Archers Cannon Hog Rider Little Prince
Zap
Skeletons Archers Cannon Little Prince
Barbarian Barrel
Skeletons Archers Cannon Little Prince
The Log
Skeletons Archers Cannon Mini P.E.K.K.A Hog Rider Little Prince
Earthquake
Skeletons Archers Cannon Hog Rider
Arrows
Skeletons Archers Little Prince
Royal Delivery
Skeletons Archers Mini P.E.K.K.A Hog Rider Little Prince
Fireball
Archers Cannon Hog Rider Little Prince
Poison
Archers Cannon Little Prince
Lightning
Cannon Mini P.E.K.K.A Little Prince
Rocket
Hog Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Mega Knight

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 Mega Knight

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.

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.

Skeletons Archers Cannon Little Prince Fireball Mini P.E.K.K.A Hog Rider Mega Knight

Shortest cycle

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

10 Skeletons Archers Cannon Little Prince

Attack Synergies 1 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.

Skeletons
Archers
Mini P.E.K.K.A Hog Rider Mega Knight
Cannon
Fireball
Hog Rider Mega Knight Little Prince
Mini P.E.K.K.A
Archers Hog Rider Mega Knight Little Prince
Hog Rider
Fireball Archers Mini P.E.K.K.A Mega Knight Little Prince
Mega Knight
Archers Fireball Mini P.E.K.K.A Hog Rider
Little Prince
Fireball Mini P.E.K.K.A Hog Rider

Defense Synergies 1 12

Skeletons
Cannon Archers Mini P.E.K.K.A Little Prince
Archers
Skeletons Cannon Mini P.E.K.K.A Mega Knight
Cannon
Skeletons Archers Fireball Mini P.E.K.K.A Little Prince
Fireball
Cannon Mini P.E.K.K.A Mega Knight Little Prince
Mini P.E.K.K.A
Skeletons Archers Cannon Fireball
Hog Rider
Mega Knight
Archers Fireball
Little Prince
Skeletons Cannon Fireball

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.

Cannon Fireball
Mini P.E.K.K.A Skeletons Cannon Mega Knight
Cannon Mini P.E.K.K.A Mega Knight Skeletons Archers
Cannon Mini P.E.K.K.A Skeletons Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Fireball Skeletons Archers Cannon Mega Knight
Archers Cannon Fireball Little Prince
Cannon Fireball Mega Knight
Cannon Mini P.E.K.K.A Skeletons
Skeletons Archers Cannon Mini P.E.K.K.A Mega Knight Little Prince
Archers Skeletons Cannon Fireball Mega Knight
Archers Fireball
Cannon Mini P.E.K.K.A Mega Knight Skeletons Fireball
Fireball Mega Knight Cannon Mini P.E.K.K.A
Mini P.E.K.K.A Cannon Mega Knight
Cannon Fireball Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Cannon Fireball Mini P.E.K.K.A
Cannon Fireball Mega Knight Archers Little Prince
Archers Cannon Fireball Mega Knight Little Prince
Mini P.E.K.K.A Cannon
Mega Knight Archers Cannon Fireball Mini P.E.K.K.A Little Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons Archers Fireball
Fireball Archers Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Fireball
Skeletons Cannon Mini P.E.K.K.A Mega Knight
Fireball Skeletons Archers
Mini P.E.K.K.A Skeletons Archers Fireball
Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Fireball Mini P.E.K.K.A
Skeletons Cannon
Mega Knight Mini P.E.K.K.A
Mega Knight Fireball
Mini P.E.K.K.A Mega Knight Skeletons Cannon Fireball
Archers Cannon Fireball Mega Knight
Skeletons Archers Fireball Mini P.E.K.K.A Little Prince
Mega Knight Archers Cannon Fireball Mini 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.)

Fireball
Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball
Archers
Fireball
Fireball
Fireball Mini P.E.K.K.A
Fireball
Fireball Archers
Fireball
Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball
Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A Mega Knight
Fireball Mega Knight Little Prince
Fireball Mega Knight
Fireball
Fireball
Fireball Mega Knight Little Prince
Fireball
Fireball Mega Knight
Fireball
Archers Fireball Little Prince
Fireball
Fireball Mini P.E.K.K.A
Fireball Mega Knight
Fireball
Mega Knight
Fireball
Archers Fireball
Fireball Archers
Fireball
Fireball Mini P.E.K.K.A Mega Knight
Fireball
Fireball
Mega Knight
Fireball
Fireball
Fireball Mega Knight Little Prince

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