My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Golden Knight Archer Queen Monk

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon

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.

Knight Electro Dragon Giant Skeleton Monk

Offensive cards

Win conditions

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

Miner

Damage spells

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

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 Miner

Pump responses

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

Miner

Dropped at the bridge

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

Knight Mini P.E.K.K.A Giant Skeleton

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 Electro Dragon Giant Skeleton Miner Monk

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
Guards Giant Skeleton Miner
Giant Snowball
Guards Electro Dragon Miner
Zap
Guards
Barbarian Barrel
Knight Guards Giant Skeleton
The Log
Mini P.E.K.K.A Guards Giant Skeleton
Earthquake
Guards
Arrows
Guards
Royal Delivery
Knight Mini P.E.K.K.A Guards Electro Dragon Giant Skeleton Miner
Fireball
Electro Dragon
Poison
Guards Electro Dragon
Lightning
Knight Mini P.E.K.K.A Electro Dragon Monk
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon

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 Knight Mini P.E.K.K.A Guards Giant Skeleton Miner

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Guards Miner Mini P.E.K.K.A Electro Dragon Monk Giant Skeleton

Shortest cycle

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

12 Arrows Knight Guards Miner

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.

Arrows
Knight Mini P.E.K.K.A Giant Skeleton Miner
Knight
Arrows Electro Dragon Miner
Mini P.E.K.K.A
Arrows Giant Skeleton
Guards
Miner
Electro Dragon
Knight Giant Skeleton Miner
Giant Skeleton
Arrows Mini P.E.K.K.A Electro Dragon Miner
Miner
Guards Arrows Knight Electro Dragon Giant Skeleton
Monk

Defense Synergies 1 10

Arrows
Knight Mini P.E.K.K.A Giant Skeleton Monk
Knight
Electro Dragon Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
Arrows Knight Guards Electro Dragon
Guards
Mini P.E.K.K.A Electro Dragon Giant Skeleton
Electro Dragon
Knight Mini P.E.K.K.A Guards Giant Skeleton
Giant Skeleton
Arrows Guards Electro Dragon
Miner
Monk
Arrows

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.

Knight Electro Dragon
Mini P.E.K.K.A Knight Electro Dragon Monk
Mini P.E.K.K.A Knight Electro Dragon Giant Skeleton
Mini P.E.K.K.A Knight Guards Electro Dragon Monk
Arrows Mini P.E.K.K.A Giant Skeleton Monk
Arrows Guards Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon Giant Skeleton Monk
Mini P.E.K.K.A
Knight Guards Mini P.E.K.K.A Giant Skeleton Miner
Guards Arrows Knight Electro Dragon Giant Skeleton
Arrows Electro Dragon
Mini P.E.K.K.A Knight Guards Electro Dragon Giant Skeleton
Arrows Mini P.E.K.K.A Guards Electro Dragon
Mini P.E.K.K.A Knight
Monk Mini P.E.K.K.A
Arrows Knight Mini P.E.K.K.A Electro Dragon
Arrows Knight Guards Electro Dragon
Arrows Knight Guards Electro Dragon Giant Skeleton
Mini P.E.K.K.A
Arrows Knight Mini P.E.K.K.A Guards Electro Dragon Giant Skeleton

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Guards Giant Skeleton
Arrows Knight Mini P.E.K.K.A Electro Dragon Miner Monk
Guards Giant Skeleton Knight Mini P.E.K.K.A Electro Dragon
Mini P.E.K.K.A Guards Giant Skeleton Knight Monk
Giant Skeleton Knight Mini P.E.K.K.A Guards
Arrows Electro Dragon Monk
Mini P.E.K.K.A Guards Knight Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Knight
Electro Dragon Giant Skeleton Knight Mini P.E.K.K.A Monk
Guards
Knight Mini P.E.K.K.A Guards Electro Dragon Giant Skeleton
Monk Arrows Guards Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Knight Guards
Electro Dragon
Guards Electro Dragon Knight Mini P.E.K.K.A Giant Skeleton Monk
Arrows Mini P.E.K.K.A Electro Dragon Giant Skeleton

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 Knight Guards Electro Dragon Giant Skeleton Monk
Arrows Monk Electro Dragon Miner
Arrows Electro Dragon Giant Skeleton Miner
Arrows Knight Guards Giant Skeleton
Arrows
Arrows Electro Dragon Monk
Arrows
Arrows Electro Dragon
Arrows Miner Monk Electro Dragon
Mini P.E.K.K.A Guards Electro Dragon
Miner Monk Arrows Knight Electro Dragon
Monk Arrows Electro Dragon
Knight Miner
Arrows Electro Dragon Monk
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Monk Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Electro Dragon Monk
Arrows Electro Dragon Miner Monk
Giant Skeleton Monk
Arrows
Monk
Arrows Electro Dragon Monk
Arrows Electro Dragon
Arrows Miner Electro Dragon Monk
Arrows Electro Dragon Miner Monk
Miner Arrows
Arrows Electro Dragon
Electro Dragon Guards
Mini P.E.K.K.A
Arrows Electro Dragon Miner
Arrows Electro Dragon Monk
Giant Skeleton
Arrows Monk
Guards Electro Dragon
Arrows Electro Dragon Monk
Arrows
Miner Knight Mini P.E.K.K.A Electro Dragon
Arrows Electro Dragon
Monk Arrows Giant Skeleton
Electro Dragon
Electro Dragon Guards Giant Skeleton
Electro Dragon
Electro Dragon Giant Skeleton Miner Monk

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