My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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!
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!
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.

Witch

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.

Bomber Knight Witch Prince Mega Knight

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 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.

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

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
Bomber Prince
Giant Snowball
Bomber Witch
Zap
Bomber Witch Prince
Barbarian Barrel
Bomber Knight Witch
The Log
Bomber Mini P.E.K.K.A Witch Prince
Earthquake
Bomber Witch
Arrows
Bomber Witch
Royal Delivery
Bomber Knight Mini P.E.K.K.A Witch Prince
Fireball
Bomber Witch
Poison
Bomber Witch
Lightning
Knight Mini P.E.K.K.A Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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 Mini P.E.K.K.A Rage Prince Mega Knight

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.

Witch

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.

Bomber Rage Arrows Knight Mini P.E.K.K.A Witch Prince Mega Knight

Shortest cycle

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

10 Bomber Rage Arrows Knight

Attack Synergies 2 15

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.

Bomber
Knight Mini P.E.K.K.A Prince Mega Knight
Arrows
Knight Mini P.E.K.K.A Prince Mega Knight
Knight
Bomber Arrows Witch Prince
Mini P.E.K.K.A
Bomber Arrows Rage Mega Knight
Rage
Witch Mini P.E.K.K.A Prince
Witch
Rage Knight Prince Mega Knight
Prince
Mega Knight Bomber Arrows Knight Rage Witch
Mega Knight
Prince Bomber Arrows Mini P.E.K.K.A Witch

Defense Synergies 2 9

Bomber
Knight Mini P.E.K.K.A
Arrows
Mega Knight Knight Mini P.E.K.K.A Prince
Knight
Bomber Arrows Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Bomber Arrows Knight Witch
Rage
Witch
Knight Mini P.E.K.K.A Prince Mega Knight
Prince
Arrows Witch
Mega Knight
Arrows Witch

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.

Bomber Knight
Mini P.E.K.K.A Knight Witch Prince Mega Knight
Mini P.E.K.K.A Witch Prince Mega Knight Bomber Knight
Mini P.E.K.K.A Witch Prince Knight Mega Knight
Bomber Arrows Mini P.E.K.K.A Prince Mega Knight
Arrows Bomber Mega Knight
Arrows Witch
Arrows Mega Knight
Mini P.E.K.K.A Witch Prince
Knight Bomber Mini P.E.K.K.A Prince Mega Knight
Witch Bomber Arrows Knight Mega Knight
Arrows Witch
Mini P.E.K.K.A Prince Mega Knight Bomber Knight Witch
Bomber Mega Knight Arrows Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Knight Prince Mega Knight
Mini P.E.K.K.A Prince Mega Knight
Mega Knight Bomber Arrows Knight Mini P.E.K.K.A Witch Prince
Arrows Mega Knight Bomber Knight Witch Prince
Arrows Witch Bomber Knight Mega Knight
Mini P.E.K.K.A Prince
Bomber Mega Knight Arrows Knight Mini P.E.K.K.A Witch 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 Mega Knight Witch Prince
Bomber Arrows Knight Mini P.E.K.K.A Prince Mega Knight
Mega Knight Knight Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Prince Mega Knight Knight
Knight Mini P.E.K.K.A Witch Prince Mega Knight
Arrows Witch
Mini P.E.K.K.A Prince Knight Witch
Mini P.E.K.K.A Mega Knight Knight Prince
Mega Knight Knight Mini P.E.K.K.A Witch Prince
Witch
Mega Knight Knight Mini P.E.K.K.A Witch Prince
Mega Knight Arrows Prince
Mini P.E.K.K.A Prince Mega Knight Knight Witch
Bomber Witch Mega Knight
Witch Bomber Knight Mini P.E.K.K.A Prince
Arrows Mega Knight Bomber Mini P.E.K.K.A Witch
Bomber Arrows

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
Bomber Arrows Mega Knight
Arrows Witch
Bomber Arrows Witch
Arrows
Arrows
Mini P.E.K.K.A Prince
Arrows Knight Prince
Arrows
Knight
Arrows
Arrows Prince
Bomber Arrows Witch
Arrows Mega Knight
Arrows
Bomber Mini P.E.K.K.A
Bomber Arrows Mini P.E.K.K.A Prince Mega Knight
Bomber Arrows Witch Mega Knight
Prince Mega Knight
Arrows
Prince
Arrows
Arrows Bomber Witch Mega Knight
Witch
Arrows Witch
Arrows Witch Prince Mega Knight
Arrows
Arrows Witch
Witch
Mini P.E.K.K.A
Bomber Arrows Mega Knight
Arrows
Prince Mega Knight
Arrows
Witch Prince
Arrows Witch
Arrows
Knight Mini P.E.K.K.A Prince Mega Knight
Arrows Bomber
Arrows
Prince Mega Knight
Witch
Witch
Witch Prince Mega Knight
Prince
Mega Knight

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