My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Magic Archer

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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Flying Machine

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.

Knight Royal Giant Flying Machine Prince P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Goblin Gang Royal Giant 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 Goblin Gang Royal Giant Flying Machine Prince 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
Goblin Gang Royal Giant Prince
Giant Snowball
Goblin Gang Flying Machine
Zap
Goblin Gang Royal Giant Flying Machine Prince
Barbarian Barrel
Knight Goblin Gang
The Log
Goblin Gang Royal Giant Prince
Earthquake
Goblin Gang
Arrows
Goblin Gang Flying Machine
Royal Delivery
Knight Goblin Gang Flying Machine Prince P.E.K.K.A
Fireball
Goblin Gang Flying Machine
Poison
Goblin Gang Flying Machine
Lightning
Knight Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Knight Prince P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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.

Goblin Gang

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.

Mirror Zap Knight Goblin Gang Flying Machine Prince Royal Giant P.E.K.K.A

Shortest cycle

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

8 Mirror Zap Knight Goblin Gang

Attack Synergies 4 14

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
Mirror Prince P.E.K.K.A Knight Royal Giant Flying Machine
Knight
Goblin Gang Zap Flying Machine Prince
Goblin Gang
Knight Royal Giant Mirror Prince P.E.K.K.A
Royal Giant
Zap Goblin Gang Flying Machine Mirror
Flying Machine
Zap Knight Royal Giant Mirror Prince P.E.K.K.A
Mirror
Zap Goblin Gang Royal Giant Flying Machine
Prince
Zap Knight Goblin Gang Flying Machine
P.E.K.K.A
Zap Goblin Gang Flying Machine

Defense Synergies 2 13

Zap
Mirror Knight Goblin Gang Flying Machine Prince P.E.K.K.A
Knight
Goblin Gang Zap Flying Machine
Goblin Gang
Knight Zap Flying Machine Mirror Prince P.E.K.K.A
Royal Giant
Flying Machine
Zap Knight Goblin Gang Mirror Prince P.E.K.K.A
Mirror
Zap Goblin Gang Flying Machine
Prince
Zap Goblin Gang Flying Machine
P.E.K.K.A
Zap Goblin Gang Flying Machine

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 Knight Flying Machine
P.E.K.K.A Zap Knight Goblin Gang Flying Machine Prince
Goblin Gang Prince P.E.K.K.A Knight
Prince P.E.K.K.A Knight Goblin Gang
Prince P.E.K.K.A
Goblin Gang Zap Flying Machine
Zap Goblin Gang Flying Machine
Zap Flying Machine P.E.K.K.A
P.E.K.K.A Goblin Gang Prince
Knight Goblin Gang Prince
Goblin Gang Zap Knight Flying Machine
Zap Goblin Gang Flying Machine
Prince P.E.K.K.A Zap Knight Goblin Gang Flying Machine
Zap Goblin Gang Prince P.E.K.K.A
P.E.K.K.A Knight Goblin Gang Prince
Zap Goblin Gang Prince P.E.K.K.A
Knight Goblin Gang Prince P.E.K.K.A
Zap Knight Goblin Gang Flying Machine Prince
Zap Knight Flying Machine
P.E.K.K.A Prince
Goblin Gang Knight Flying Machine Prince P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Zap Prince P.E.K.K.A
Zap Knight Goblin Gang Flying Machine Prince
Goblin Gang P.E.K.K.A Zap Knight Prince
Goblin Gang Prince P.E.K.K.A Zap Knight
P.E.K.K.A Knight Goblin Gang Prince
Zap Goblin Gang Flying Machine
Goblin Gang Prince P.E.K.K.A Knight Flying Machine
P.E.K.K.A Knight Prince
Zap P.E.K.K.A Knight Flying Machine Prince
P.E.K.K.A Goblin Gang
P.E.K.K.A Knight Flying Machine Prince
P.E.K.K.A Zap Prince
Prince P.E.K.K.A Knight Goblin Gang
Flying Machine
Goblin Gang Zap Knight Flying Machine Prince P.E.K.K.A
Zap Flying Machine 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.)

Knight Flying Machine
Zap Flying Machine
Flying Machine
Knight Flying Machine Prince
Zap
Zap Flying Machine
Flying Machine
Zap Flying Machine
Zap Flying Machine
Goblin Gang Prince
Zap Knight Flying Machine Prince
Zap Flying Machine
Flying Machine Knight
Flying Machine
Zap Flying Machine Prince
Zap Flying Machine
Flying Machine
Zap Flying Machine Prince
Zap Flying Machine
Prince
Prince
Zap Flying Machine
Zap
Zap Flying Machine
Zap Flying Machine Prince
Zap
Zap Flying Machine
Zap Flying Machine
Zap
Zap
P.E.K.K.A Prince
Zap Goblin Gang Flying Machine Prince
Zap Flying Machine
Knight Goblin Gang Flying Machine Prince
Zap Flying Machine
Zap
Flying Machine Prince P.E.K.K.A
Zap Goblin Gang Flying Machine
Zap Flying Machine
Zap Flying Machine Prince

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