My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Mega Minion

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 Mega Minion Giant Bandit Mega Knight

Offensive cards

Win conditions

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

Giant

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 Giant Bandit Mega Knight

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.

Mini P.E.K.K.A Giant Bandit 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 Bandit

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 Giant Guards Bandit
Giant Snowball
Archers Mega Minion Guards
Zap
Archers Guards Bandit
Barbarian Barrel
Archers Guards Bandit
The Log
Archers Mini P.E.K.K.A Guards Bandit
Earthquake
Archers Guards
Arrows
Archers Guards
Royal Delivery
Archers Mega Minion Mini P.E.K.K.A Guards Bandit
Fireball
Archers Mega Minion Bandit
Poison
Archers Mega Minion Guards
Lightning
Mega Minion Mini P.E.K.K.A Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Mega Minion Mini P.E.K.K.A Guards Mega Knight

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 Mega Minion Guards Bandit Mini P.E.K.K.A Giant Mega Knight

Shortest cycle

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

12 Archers Arrows Mega Minion Guards

Attack Synergies 3 15

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 Mini P.E.K.K.A Giant Bandit Mega Knight
Arrows
Giant Archers Mega Minion Mini P.E.K.K.A Bandit Mega Knight
Mega Minion
Giant Arrows Mega Knight
Mini P.E.K.K.A
Giant Archers Arrows Mega Knight
Giant
Arrows Mega Minion Mini P.E.K.K.A Archers Guards Bandit
Guards
Giant Bandit
Bandit
Archers Arrows Giant Guards Mega Knight
Mega Knight
Archers Arrows Mega Minion Mini P.E.K.K.A Bandit

Defense Synergies 1 13

Archers
Mega Minion Mini P.E.K.K.A Guards Bandit Mega Knight
Arrows
Mega Knight Mega Minion Mini P.E.K.K.A Bandit
Mega Minion
Archers Arrows Guards Bandit Mega Knight
Mini P.E.K.K.A
Archers Arrows Guards
Giant
Guards
Archers Mega Minion Mini P.E.K.K.A
Bandit
Archers Arrows Mega Minion Mega Knight
Mega Knight
Arrows Archers Mega Minion Bandit

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.

Mega Minion
Mini P.E.K.K.A Mega Minion Bandit Mega Knight
Mini P.E.K.K.A Mega Knight Archers Mega Minion Bandit
Mini P.E.K.K.A Mega Minion Guards Bandit Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Archers Mega Minion Guards Bandit Mega Knight
Mega Minion Archers Arrows
Arrows Bandit Mega Knight
Mini P.E.K.K.A
Guards Archers Mini P.E.K.K.A Bandit Mega Knight
Archers Guards Arrows Mega Minion Bandit Mega Knight
Arrows Mega Minion Archers
Mini P.E.K.K.A Mega Knight Guards Bandit
Mega Knight Arrows Mega Minion Mini P.E.K.K.A Guards
Mini P.E.K.K.A Bandit Mega Knight
Mini P.E.K.K.A Bandit Mega Knight
Mega Knight Arrows Mini P.E.K.K.A
Arrows Mega Knight Archers Mega Minion Guards Bandit
Arrows Archers Mega Minion Guards Bandit Mega Knight
Mini P.E.K.K.A
Mega Knight Archers Arrows Mini P.E.K.K.A Guards Bandit

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Mega Knight Archers Bandit
Bandit Archers Arrows Mega Minion Mini P.E.K.K.A Mega Knight
Guards Bandit Mega Knight Mini P.E.K.K.A
Mini P.E.K.K.A Guards Mega Knight Bandit
Mini P.E.K.K.A Guards Bandit Mega Knight
Arrows Archers
Mini P.E.K.K.A Guards Archers Mega Minion Bandit
Mini P.E.K.K.A Mega Knight
Mega Knight Mega Minion Mini P.E.K.K.A Bandit
Mega Minion Guards
Mega Knight Mega Minion Mini P.E.K.K.A Guards
Mega Knight Arrows Guards
Mini P.E.K.K.A Mega Knight Guards Bandit
Archers Mega Knight
Guards Archers Mega Minion Mini P.E.K.K.A
Arrows Mega Knight Archers Mega Minion Mini P.E.K.K.A
Arrows

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 Guards Bandit
Arrows Bandit
Arrows Bandit
Arrows Guards
Arrows Mega Knight
Arrows Mega Minion
Archers Arrows
Arrows
Arrows Bandit
Mini P.E.K.K.A Guards
Arrows Bandit
Archers Arrows
Bandit
Arrows Bandit
Arrows
Arrows Bandit
Arrows Bandit Mega Knight
Arrows
Mini P.E.K.K.A
Archers Arrows Mega Minion Mini P.E.K.K.A Bandit Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Mega Minion
Arrows Bandit
Arrows Bandit Mega Knight
Arrows Bandit
Archers Arrows
Mega Minion Guards
Mega Minion Mini P.E.K.K.A
Arrows Bandit Mega Knight
Arrows
Mega Knight
Arrows
Archers Guards Bandit
Archers Arrows Mega Minion
Arrows
Mega Minion Mini P.E.K.K.A Mega Knight
Arrows
Arrows
Mega Minion Mega Knight
Guards
Bandit Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: