My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Inferno Tower Little Prince

Defensive buildings

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

Bomb Tower Inferno Tower

Investments

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

Knight Prince 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 Rage

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 Prince

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
Prince
Giant Snowball
Little Prince
Zap
Inferno Tower Prince Little Prince
Barbarian Barrel
Knight Bomb Tower Inferno Tower Little Prince
The Log
Mini P.E.K.K.A Prince Little Prince
Earthquake
Bomb Tower Inferno Tower
Arrows
Little Prince
Royal Delivery
Knight Mini P.E.K.K.A Prince Little Prince
Fireball
Bomb Tower Inferno Tower Little Prince
Poison
Bomb Tower Inferno Tower Little Prince
Lightning
Knight Mini P.E.K.K.A Bomb Tower Inferno Tower Prince Little Prince
Rocket
Bomb Tower Inferno Tower Prince Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower

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 Inferno Tower Rage Prince

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.

Rage Arrows Knight Little Prince Mini P.E.K.K.A Bomb Tower Inferno Tower Prince

Shortest cycle

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

11 Rage Arrows Knight Little Prince

Attack Synergies 0 9

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 Prince
Knight
Arrows Prince Little Prince
Mini P.E.K.K.A
Arrows Rage Little Prince
Bomb Tower
Inferno Tower
Rage
Mini P.E.K.K.A Prince
Prince
Arrows Knight Rage Little Prince
Little Prince
Knight Mini P.E.K.K.A Prince

Defense Synergies 3 9

Arrows
Knight Mini P.E.K.K.A Bomb Tower Inferno Tower Prince Little Prince
Knight
Bomb Tower Inferno Tower Little Prince Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
Arrows Knight Bomb Tower
Bomb Tower
Knight Arrows Mini P.E.K.K.A
Inferno Tower
Knight Arrows Prince
Rage
Prince
Arrows Inferno Tower
Little Prince
Knight 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 Inferno Tower
Mini P.E.K.K.A Bomb Tower Inferno Tower Knight Prince
Mini P.E.K.K.A Bomb Tower Inferno Tower Prince Knight
Mini P.E.K.K.A Bomb Tower Inferno Tower Prince Knight
Arrows Mini P.E.K.K.A Bomb Tower Prince
Arrows Bomb Tower
Inferno Tower Arrows Bomb Tower Little Prince
Arrows Bomb Tower Inferno Tower
Mini P.E.K.K.A Inferno Tower Bomb Tower Prince
Knight Mini P.E.K.K.A Inferno Tower Prince Little Prince
Arrows Knight Bomb Tower
Arrows Inferno Tower
Mini P.E.K.K.A Bomb Tower Inferno Tower Prince Knight
Bomb Tower Arrows Mini P.E.K.K.A Prince
Mini P.E.K.K.A Inferno Tower Knight Bomb Tower Prince
Bomb Tower Inferno Tower Mini P.E.K.K.A Prince
Bomb Tower Arrows Knight Mini P.E.K.K.A Inferno Tower Prince
Arrows Bomb Tower Knight Prince Little Prince
Arrows Bomb Tower Knight Little Prince
Mini P.E.K.K.A Bomb Tower Inferno Tower Prince
Arrows Knight Mini P.E.K.K.A Bomb Tower Prince Little Prince

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 Inferno Tower Prince
Arrows Knight Mini P.E.K.K.A Bomb Tower Prince
Knight Mini P.E.K.K.A Bomb Tower Inferno Tower Prince
Mini P.E.K.K.A Prince Knight Inferno Tower
Inferno Tower Knight Mini P.E.K.K.A Prince
Arrows Bomb Tower
Mini P.E.K.K.A Prince Knight Bomb Tower Inferno Tower
Mini P.E.K.K.A Inferno Tower Knight Bomb Tower Prince
Knight Mini P.E.K.K.A Bomb Tower Inferno Tower Prince
Inferno Tower
Knight Mini P.E.K.K.A Bomb Tower Inferno Tower Prince
Arrows Prince
Mini P.E.K.K.A Prince Knight Bomb Tower Inferno Tower
Bomb Tower
Inferno Tower Knight Mini P.E.K.K.A Bomb Tower Prince Little Prince
Arrows Mini P.E.K.K.A Bomb Tower Inferno Tower
Arrows Bomb Tower Inferno Tower

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
Arrows
Arrows
Arrows Knight Prince
Arrows
Arrows
Arrows
Arrows
Arrows
Mini P.E.K.K.A Prince
Arrows Knight Prince
Arrows
Knight
Arrows
Arrows Prince
Arrows
Arrows
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Prince
Arrows Little Prince
Prince
Arrows
Prince
Arrows
Arrows Little Prince
Arrows
Arrows Prince
Arrows
Arrows Little Prince
Mini P.E.K.K.A
Arrows
Arrows
Prince
Arrows
Prince
Arrows
Arrows
Knight Mini P.E.K.K.A Prince
Arrows
Arrows
Prince
Prince Little Prince

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