My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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 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!
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 Flying Machine Goblin Hut Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Archers Knight Flying Machine Goblin Hut Wizard Prince P.E.K.K.A

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.

Missing

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 Prince

Pump responses

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

Missing

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 Flying Machine 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.

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 Prince
Giant Snowball
Archers Flying Machine Goblin Hut
Zap
Archers Flying Machine Goblin Hut Prince
Barbarian Barrel
Archers Knight Goblin Hut Wizard
The Log
Archers Mini P.E.K.K.A Goblin Hut Prince
Earthquake
Archers Goblin Hut
Arrows
Archers Flying Machine Goblin Hut
Royal Delivery
Archers Knight Mini P.E.K.K.A Flying Machine Goblin Hut Wizard Prince P.E.K.K.A
Fireball
Archers Flying Machine Goblin Hut Wizard
Poison
Archers Flying Machine Goblin Hut Wizard
Lightning
Knight Mini P.E.K.K.A Goblin Hut Wizard Prince
Rocket
Goblin Hut 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.

Knight Mini P.E.K.K.A 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Knight Mini P.E.K.K.A Flying Machine Goblin Hut Wizard Prince P.E.K.K.A

Shortest cycle

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

14 Archers Knight Mini P.E.K.K.A Flying Machine

Attack Synergies 1 16

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
Knight Mini P.E.K.K.A Goblin Hut Prince P.E.K.K.A
Knight
Archers Flying Machine Goblin Hut Wizard Prince
Mini P.E.K.K.A
Archers Goblin Hut Wizard
Flying Machine
Knight Goblin Hut Prince P.E.K.K.A
Goblin Hut
Archers Knight Mini P.E.K.K.A Flying Machine Prince
Wizard
Knight Mini P.E.K.K.A Prince P.E.K.K.A
Prince
Archers Knight Flying Machine Goblin Hut Wizard
P.E.K.K.A
Archers Flying Machine Wizard

Defense Synergies 1 15

Archers
Knight Mini P.E.K.K.A Goblin Hut P.E.K.K.A
Knight
Archers Mini P.E.K.K.A Flying Machine Goblin Hut Wizard
Mini P.E.K.K.A
Archers Knight Goblin Hut Wizard
Flying Machine
Knight Goblin Hut Prince P.E.K.K.A
Goblin Hut
Archers Knight Mini P.E.K.K.A Flying Machine Wizard
Wizard
Knight Mini P.E.K.K.A Goblin Hut Prince P.E.K.K.A
Prince
Flying Machine Wizard
P.E.K.K.A
Archers Flying Machine Wizard

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 Flying Machine Goblin Hut Wizard
Mini P.E.K.K.A P.E.K.K.A Knight Flying Machine Goblin Hut Prince
Mini P.E.K.K.A Goblin Hut Prince P.E.K.K.A Archers Knight
Mini P.E.K.K.A Goblin Hut Prince P.E.K.K.A Knight
Mini P.E.K.K.A Prince P.E.K.K.A
Archers Flying Machine
Archers Flying Machine Goblin Hut Wizard
Flying Machine P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Goblin Hut Prince
Knight Archers Mini P.E.K.K.A Prince
Archers Knight Flying Machine Goblin Hut Wizard
Archers Flying Machine Goblin Hut Wizard
Mini P.E.K.K.A Goblin Hut Prince P.E.K.K.A Knight Flying Machine Wizard
Wizard Mini P.E.K.K.A Goblin Hut Prince P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Knight Goblin Hut Prince
Mini P.E.K.K.A Goblin Hut Prince P.E.K.K.A
Wizard Knight Mini P.E.K.K.A Goblin Hut Prince P.E.K.K.A
Archers Knight Flying Machine Goblin Hut Wizard Prince
Wizard Archers Knight Flying Machine Goblin Hut
Mini P.E.K.K.A P.E.K.K.A Goblin Hut Prince
Wizard Archers Knight Mini P.E.K.K.A Flying Machine Prince P.E.K.K.A

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 Archers Goblin Hut Prince P.E.K.K.A
Archers Knight Mini P.E.K.K.A Flying Machine Wizard Prince
P.E.K.K.A Knight Mini P.E.K.K.A Goblin Hut Prince
Mini P.E.K.K.A Prince P.E.K.K.A Knight
P.E.K.K.A Knight Mini P.E.K.K.A Goblin Hut Prince
Wizard Archers Flying Machine Goblin Hut
Mini P.E.K.K.A Prince P.E.K.K.A Archers Knight Flying Machine Goblin Hut
Mini P.E.K.K.A P.E.K.K.A Knight Prince
P.E.K.K.A Knight Mini P.E.K.K.A Flying Machine Goblin Hut Prince
P.E.K.K.A Goblin Hut
P.E.K.K.A Knight Mini P.E.K.K.A Flying Machine Goblin Hut Prince
P.E.K.K.A Prince
Mini P.E.K.K.A Prince P.E.K.K.A Knight Wizard
Wizard Archers Flying Machine
Goblin Hut Archers Knight Mini P.E.K.K.A Flying Machine Prince P.E.K.K.A
Archers Mini P.E.K.K.A Flying Machine Goblin Hut Wizard 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.)

Knight Flying Machine
Flying Machine
Flying Machine Goblin Hut
Knight Flying Machine Prince
Wizard
Wizard Flying Machine
Archers Flying Machine Wizard
Flying Machine Wizard
Flying Machine Wizard
Mini P.E.K.K.A Prince
Knight Flying Machine Wizard Prince
Archers Flying Machine Wizard
Flying Machine Knight Goblin Hut
Flying Machine
Flying Machine Goblin Hut Prince
Flying Machine Goblin Hut Wizard
Flying Machine Goblin Hut Wizard
Mini P.E.K.K.A
Archers Mini P.E.K.K.A Flying Machine Wizard Prince
Flying Machine Wizard
Prince
Wizard
Prince
Flying Machine
Wizard
Flying Machine Wizard
Flying Machine Wizard Prince
Archers Flying Machine Wizard
Flying Machine Goblin Hut Wizard
Mini P.E.K.K.A
Wizard
P.E.K.K.A Prince
Wizard
Archers Flying Machine Goblin Hut Prince
Archers Flying Machine Wizard
Knight Mini P.E.K.K.A Flying Machine Wizard Prince
Flying Machine Wizard
Flying Machine Prince P.E.K.K.A
Flying Machine
Flying Machine
Flying Machine Prince

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