My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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:

Let's fix it!

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.

Inferno Tower Wizard Baby Dragon Magic Archer

Defensive buildings

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

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.

Wizard Baby Dragon Prince P.E.K.K.A Magic Archer

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

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.

Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A Magic Archer

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 Magic Archer

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
Baby Dragon
Zap
Inferno Tower Prince
Barbarian Barrel
Inferno Tower Wizard Magic Archer
The Log
Mini P.E.K.K.A Prince
Earthquake
Inferno Tower
Arrows
Royal Delivery
Mini P.E.K.K.A Wizard Baby Dragon Prince P.E.K.K.A Magic Archer
Fireball
Inferno Tower Wizard Baby Dragon Magic Archer
Poison
Inferno Tower Wizard Magic Archer
Lightning
Mini P.E.K.K.A Inferno Tower Wizard Baby Dragon Prince Magic Archer
Rocket
Inferno Tower Wizard Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon Magic Archer

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 Inferno Tower Baby Dragon 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Mini P.E.K.K.A Baby Dragon Magic Archer Inferno Tower Wizard Prince P.E.K.K.A

Shortest cycle

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

15 Arrows Mini P.E.K.K.A Baby Dragon Magic Archer

Attack Synergies 2 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
P.E.K.K.A Mini P.E.K.K.A Prince
Mini P.E.K.K.A
Arrows Wizard Baby Dragon Magic Archer
Inferno Tower
Wizard
Mini P.E.K.K.A Prince P.E.K.K.A
Baby Dragon
Mini P.E.K.K.A Prince P.E.K.K.A
Prince
Arrows Wizard Baby Dragon Magic Archer
P.E.K.K.A
Arrows Magic Archer Wizard Baby Dragon
Magic Archer
P.E.K.K.A Mini P.E.K.K.A Prince

Defense Synergies 0 14

Arrows
Mini P.E.K.K.A Inferno Tower Prince P.E.K.K.A
Mini P.E.K.K.A
Arrows Wizard Baby Dragon Magic Archer
Inferno Tower
Arrows Baby Dragon Prince
Wizard
Mini P.E.K.K.A Prince P.E.K.K.A
Baby Dragon
Mini P.E.K.K.A Inferno Tower Prince P.E.K.K.A
Prince
Arrows Inferno Tower Wizard Baby Dragon Magic Archer
P.E.K.K.A
Arrows Wizard Baby Dragon
Magic Archer
Mini P.E.K.K.A Prince

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.

Inferno Tower Wizard Baby Dragon Magic Archer
Mini P.E.K.K.A Inferno Tower P.E.K.K.A Prince
Mini P.E.K.K.A Inferno Tower Prince P.E.K.K.A
Mini P.E.K.K.A Inferno Tower Prince P.E.K.K.A
Arrows Mini P.E.K.K.A Prince P.E.K.K.A
Arrows Baby Dragon Magic Archer
Inferno Tower Arrows Wizard Baby Dragon Magic Archer
Arrows Inferno Tower Baby Dragon P.E.K.K.A Magic Archer
Mini P.E.K.K.A Inferno Tower P.E.K.K.A Prince
Mini P.E.K.K.A Inferno Tower Prince
Arrows Wizard Baby Dragon Magic Archer
Arrows Inferno Tower Wizard Baby Dragon Magic Archer
Mini P.E.K.K.A Inferno Tower Prince P.E.K.K.A Wizard
Wizard Arrows Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A Magic Archer
Mini P.E.K.K.A Inferno Tower P.E.K.K.A Prince
Inferno Tower Mini P.E.K.K.A Prince P.E.K.K.A
Wizard Arrows Mini P.E.K.K.A Inferno Tower Prince P.E.K.K.A
Arrows Wizard Baby Dragon Prince Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Mini P.E.K.K.A P.E.K.K.A Inferno Tower Prince
Wizard Arrows Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Inferno Tower Prince P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Baby Dragon Prince Magic Archer
P.E.K.K.A Mini P.E.K.K.A Inferno Tower Prince
Mini P.E.K.K.A Prince P.E.K.K.A Inferno Tower
Inferno Tower P.E.K.K.A Mini P.E.K.K.A Prince
Arrows Wizard Baby Dragon Magic Archer
Mini P.E.K.K.A Prince P.E.K.K.A Inferno Tower
Mini P.E.K.K.A Inferno Tower P.E.K.K.A Prince
P.E.K.K.A Mini P.E.K.K.A Inferno Tower Baby Dragon Prince Magic Archer
Inferno Tower P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Inferno Tower Prince
P.E.K.K.A Arrows Prince
Mini P.E.K.K.A Prince P.E.K.K.A Inferno Tower Wizard
Wizard Baby Dragon Magic Archer
Inferno Tower Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A Magic Archer
Arrows Mini P.E.K.K.A Inferno Tower Wizard Baby Dragon P.E.K.K.A Magic Archer

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.)

Magic Archer Arrows Baby Dragon
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Prince
Wizard Arrows Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard
Mini P.E.K.K.A Prince
Arrows Wizard Prince Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Prince Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Magic Archer Arrows Wizard Baby Dragon
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Baby Dragon Prince Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Baby Dragon Prince Magic Archer
Arrows Wizard
Prince
Arrows Baby Dragon
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Prince Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Wizard
Mini P.E.K.K.A
Arrows Wizard Magic Archer
Arrows Magic Archer
P.E.K.K.A Prince
Arrows Wizard Magic Archer
Prince Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows
Mini P.E.K.K.A Wizard Baby Dragon Prince Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows
Prince P.E.K.K.A
Baby Dragon Magic Archer
Magic Archer
Baby Dragon Prince Magic Archer

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