My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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:

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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.

Archers Little Prince

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 P.E.K.K.A Mega Knight Little Prince

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.

Arrows Fireball

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 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.

Elite Barbarians Mini P.E.K.K.A P.E.K.K.A 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.

Elite Barbarians Mini P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Mini P.E.K.K.A 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.

Elite Barbarians 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.

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

Shortest cycle

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

13 Archers Arrows Little Prince Fireball

Attack Synergies 3 13

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.

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

Defense Synergies 1 12

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

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

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