My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Mega Minion Battle Ram Dark Prince P.E.K.K.A Bandit Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Battle Ram Dark Prince 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.

Battle Ram Dark Prince P.E.K.K.A 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.

Dark Prince 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
Battle Ram Dark Prince Bandit
Giant Snowball
Mega Minion Battle Ram
Zap
Battle Ram Dark Prince Bandit
Barbarian Barrel
Battle Ram Dark Prince Bandit
The Log
Battle Ram Dark Prince Bandit
Earthquake
Arrows
Royal Delivery
Mega Minion Battle Ram Dark Prince P.E.K.K.A Bandit
Fireball
Mega Minion Battle Ram Bandit
Poison
Mega Minion
Lightning
Mega Minion Battle Ram Dark Prince Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Dark Prince 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 Battle Ram Dark Prince P.E.K.K.A 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.

Zap Arrows Mega Minion Bandit Battle Ram Dark Prince P.E.K.K.A Mega Knight

Shortest cycle

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

11 Zap Arrows Mega Minion Bandit

Attack Synergies 6 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.

Zap
Arrows Mega Minion Battle Ram P.E.K.K.A Dark Prince Bandit Mega Knight
Arrows
Zap P.E.K.K.A Mega Minion Battle Ram Dark Prince Bandit Mega Knight
Mega Minion
Zap Arrows Mega Knight
Battle Ram
Zap Bandit Arrows P.E.K.K.A
Dark Prince
Zap Arrows Bandit
P.E.K.K.A
Zap Arrows Battle Ram
Bandit
Battle Ram Zap Arrows Dark Prince Mega Knight
Mega Knight
Zap Arrows Mega Minion Bandit

Defense Synergies 3 13

Zap
Mega Minion Mega Knight Arrows Dark Prince P.E.K.K.A Bandit
Arrows
Mega Knight Zap Mega Minion Dark Prince P.E.K.K.A Bandit
Mega Minion
Zap Arrows Dark Prince Bandit Mega Knight
Battle Ram
Dark Prince
Zap Arrows Mega Minion Bandit
P.E.K.K.A
Zap Arrows
Bandit
Zap Arrows Mega Minion Dark Prince Mega Knight
Mega Knight
Zap Arrows 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.

Zap Mega Minion
P.E.K.K.A Zap Mega Minion Dark Prince Bandit Mega Knight
P.E.K.K.A Mega Knight Mega Minion Dark Prince Bandit
P.E.K.K.A Mega Minion Dark Prince Bandit Mega Knight
Arrows Dark Prince P.E.K.K.A Mega Knight
Arrows Zap Mega Minion Dark Prince Bandit Mega Knight
Mega Minion Zap Arrows
Zap Arrows P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Dark Prince Bandit Mega Knight
Zap Arrows Mega Minion Dark Prince Bandit Mega Knight
Arrows Mega Minion Zap
P.E.K.K.A Mega Knight Zap Dark Prince Bandit
Mega Knight Zap Arrows Mega Minion Dark Prince P.E.K.K.A
P.E.K.K.A Bandit Mega Knight
Zap P.E.K.K.A Bandit Mega Knight
Mega Knight Arrows Dark Prince P.E.K.K.A
Arrows Mega Knight Zap Mega Minion Dark Prince Bandit
Zap Arrows Mega Minion Dark Prince Bandit Mega Knight
P.E.K.K.A
Dark Prince Mega Knight Arrows P.E.K.K.A Bandit

Counters to secondary win conditions

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

Mega Knight Zap Dark Prince P.E.K.K.A Bandit
Bandit Zap Arrows Mega Minion Mega Knight
P.E.K.K.A Bandit Mega Knight Zap Dark Prince
Dark Prince P.E.K.K.A Mega Knight Zap Bandit
P.E.K.K.A Dark Prince Bandit Mega Knight
Arrows Zap
Dark Prince P.E.K.K.A Mega Minion Bandit
P.E.K.K.A Mega Knight Dark Prince
Zap P.E.K.K.A Mega Knight Mega Minion Dark Prince Bandit
P.E.K.K.A Mega Minion
P.E.K.K.A Mega Knight Mega Minion Dark Prince
P.E.K.K.A Mega Knight Zap Arrows Dark Prince
Dark Prince P.E.K.K.A Mega Knight Bandit
Mega Knight
Zap Mega Minion Dark Prince P.E.K.K.A
Arrows Mega Knight Zap Mega Minion Dark Prince 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 Bandit
Arrows Zap Bandit
Arrows Bandit
Arrows Dark Prince
Zap Arrows Dark Prince Mega Knight
Arrows Zap Mega Minion
Arrows
Arrows Zap
Arrows Zap Bandit
Zap Arrows Dark Prince Bandit
Zap Arrows
Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Bandit
Arrows Bandit Mega Knight
Arrows
Zap Arrows Mega Minion Dark Prince Bandit Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Dark Prince Mega Knight
Mega Minion
Arrows Zap Bandit
Zap Arrows Bandit Mega Knight
Zap Arrows Bandit
Zap Arrows
Zap Mega Minion
Mega Minion
Zap Arrows Bandit Mega Knight
Zap Arrows
P.E.K.K.A Mega Knight
Arrows
Zap Dark Prince Bandit
Zap Arrows Mega Minion
Arrows
Mega Minion Dark Prince Mega Knight
Arrows Zap
Zap Arrows
Mega Minion Dark Prince P.E.K.K.A Mega Knight
Zap
Zap
Zap Dark Prince Bandit Mega Knight

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