My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 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 Knight Mega Minion Elixir Collector P.E.K.K.A Mega Knight

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.

Miner Mega Knight

Pump responses

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

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 P.E.K.K.A 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.

Miner

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 Miner
Giant Snowball
Archers Mega Minion Miner
Zap
Archers
Barbarian Barrel
Archers Knight
The Log
Archers
Earthquake
Archers Elixir Collector
Arrows
Archers
Royal Delivery
Archers Knight Mega Minion P.E.K.K.A Miner
Fireball
Archers Mega Minion Elixir Collector
Poison
Archers Mega Minion Elixir Collector
Lightning
Knight Mega Minion Elixir Collector
Rocket
Elixir Collector

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 Knight Mega Minion Elixir Collector P.E.K.K.A Miner 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Mega Minion Miner Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

12 Archers Arrows Knight Mega Minion

Attack Synergies 3 12

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 Arrows P.E.K.K.A Miner Mega Knight
Arrows
P.E.K.K.A Archers Knight Mega Minion Miner Mega Knight
Knight
Archers Mega Minion Arrows Miner
Mega Minion
Knight Arrows Miner Mega Knight
Elixir Collector
P.E.K.K.A
Arrows Archers
Miner
Archers Arrows Knight Mega Minion Mega Knight
Mega Knight
Archers Arrows Mega Minion Miner

Defense Synergies 3 9

Archers
Knight Mega Minion P.E.K.K.A Mega Knight
Arrows
Mega Knight Knight Mega Minion P.E.K.K.A
Knight
Archers Mega Minion Arrows
Mega Minion
Knight Archers Arrows Miner Mega Knight
Elixir Collector
P.E.K.K.A
Archers Arrows
Miner
Mega Minion Mega Knight
Mega Knight
Arrows Archers Mega Minion Miner

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 Mega Minion
P.E.K.K.A Knight Mega Minion Mega Knight
P.E.K.K.A Mega Knight Archers Knight Mega Minion
P.E.K.K.A Knight Mega Minion Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Archers Mega Minion Mega Knight
Mega Minion Archers Arrows
Arrows P.E.K.K.A Mega Knight
P.E.K.K.A
Knight Archers Miner Mega Knight
Archers Arrows Knight Mega Minion Mega Knight
Arrows Mega Minion Archers
P.E.K.K.A Mega Knight Knight
Mega Knight Arrows Mega Minion P.E.K.K.A
P.E.K.K.A Knight Mega Knight
P.E.K.K.A Mega Knight
Mega Knight Arrows Knight P.E.K.K.A
Arrows Mega Knight Archers Knight Mega Minion
Arrows Archers Knight Mega Minion Mega Knight
P.E.K.K.A
Mega Knight Archers Arrows Knight P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight Archers P.E.K.K.A
Archers Arrows Knight Mega Minion Miner Mega Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Knight Mega Knight
Arrows Archers
P.E.K.K.A Archers Knight Mega Minion
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Knight Mega Minion
P.E.K.K.A Mega Minion
P.E.K.K.A Mega Knight Knight Mega Minion
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Knight
Archers Mega Knight
Archers Knight Mega Minion P.E.K.K.A
Arrows Mega Knight Archers Mega Minion 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.)

Arrows Knight
Arrows Miner
Arrows Miner
Arrows Knight
Arrows Mega Knight
Arrows Mega Minion
Archers Arrows
Arrows
Arrows Miner
Miner Arrows Knight
Archers Arrows
Knight Miner
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Archers Arrows Mega Minion Mega Knight
Arrows Miner Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Mega Minion
Arrows Miner
Arrows Miner Mega Knight
Miner Arrows
Archers Arrows
Mega Minion
Mega Minion
Arrows Miner Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows
Archers
Archers Arrows Mega Minion
Arrows
Miner Knight Mega Minion Mega Knight
Arrows
Arrows
Mega Minion P.E.K.K.A Mega Knight
Miner Mega Knight

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