My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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:

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AND/OR

You can replace some of your high-cost cards. Such as these:

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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.

Wizard

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.

Wizard Prince 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.

Elite Barbarians Mini P.E.K.K.A Prince Miner Mega Knight

Pump responses

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

Elite Barbarians Mini P.E.K.K.A Prince 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.

Elite Barbarians Mini P.E.K.K.A 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
Elite Barbarians Prince Miner
Giant Snowball
Miner
Zap
Prince
Barbarian Barrel
Elite Barbarians Wizard
The Log
Elite Barbarians Mini P.E.K.K.A Prince
Earthquake
Arrows
Royal Delivery
Elite Barbarians Mini P.E.K.K.A Wizard Prince P.E.K.K.A Miner
Fireball
Elite Barbarians Wizard
Poison
Wizard
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard Prince
Rocket
Elite Barbarians Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Mini P.E.K.K.A Prince P.E.K.K.A Miner Mega Knight

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.

Elite Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Miner Mini P.E.K.K.A Wizard Prince Elite Barbarians P.E.K.K.A Mega Knight

Shortest cycle

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

15 Arrows Miner Mini P.E.K.K.A Wizard

Attack Synergies 3 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.

Arrows
Elite Barbarians P.E.K.K.A Mini P.E.K.K.A Prince Miner Mega Knight
Elite Barbarians
Arrows Wizard Mega Knight
Mini P.E.K.K.A
Arrows Wizard Mega Knight
Wizard
Elite Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Miner Mega Knight
Prince
Mega Knight Arrows Wizard Miner
P.E.K.K.A
Arrows Wizard
Miner
Arrows Wizard Prince Mega Knight
Mega Knight
Prince Arrows Elite Barbarians Mini P.E.K.K.A Wizard Miner

Defense Synergies 1 11

Arrows
Mega Knight Mini P.E.K.K.A Prince P.E.K.K.A
Elite Barbarians
Mini P.E.K.K.A Wizard Mega Knight
Mini P.E.K.K.A
Arrows Elite Barbarians Wizard
Wizard
Elite Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Prince
Arrows Wizard
P.E.K.K.A
Arrows Wizard
Miner
Mega Knight
Mega Knight
Arrows Elite Barbarians Wizard 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.

Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Prince Mega Knight
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Arrows Elite Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Arrows Mega Knight
Arrows Wizard
Arrows P.E.K.K.A Mega Knight
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Prince
Elite Barbarians Mini P.E.K.K.A Prince Miner Mega Knight
Arrows Wizard Mega Knight
Arrows Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Elite Barbarians Wizard
Wizard Mega Knight Arrows Mini P.E.K.K.A Prince P.E.K.K.A
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Prince Mega Knight
Elite Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows Elite Barbarians Mini P.E.K.K.A Prince P.E.K.K.A
Arrows Mega Knight Elite Barbarians Wizard Prince
Arrows Wizard Mega Knight
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Prince
Wizard Mega Knight Arrows Elite Barbarians Mini P.E.K.K.A 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 Mega Knight Elite Barbarians Prince P.E.K.K.A
Arrows Elite Barbarians Mini P.E.K.K.A Wizard Prince Miner Mega Knight
P.E.K.K.A Mega Knight Elite Barbarians Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Elite Barbarians
P.E.K.K.A Elite Barbarians Mini P.E.K.K.A Prince Mega Knight
Arrows Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Elite Barbarians
Mini P.E.K.K.A P.E.K.K.A Mega Knight Elite Barbarians Prince
P.E.K.K.A Mega Knight Elite Barbarians Mini P.E.K.K.A Prince
P.E.K.K.A
P.E.K.K.A Mega Knight Elite Barbarians Mini P.E.K.K.A Prince
P.E.K.K.A Mega Knight Arrows Elite Barbarians Prince
Elite Barbarians Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight
Elite Barbarians Mini P.E.K.K.A Prince P.E.K.K.A
Arrows Mega Knight Elite Barbarians Mini P.E.K.K.A Wizard P.E.K.K.A
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
Arrows Miner
Arrows Miner
Arrows Prince
Wizard Arrows Mega Knight
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Miner Wizard
Elite Barbarians Mini P.E.K.K.A Prince
Miner Arrows Wizard Prince
Arrows Wizard
Elite Barbarians Miner
Arrows
Arrows Elite Barbarians Prince
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Prince Mega Knight
Arrows Wizard Miner Mega Knight
Prince Mega Knight
Arrows Wizard
Prince
Arrows
Arrows Wizard Mega Knight
Arrows Miner Wizard
Arrows Wizard Prince Miner Mega Knight
Miner Arrows
Elite Barbarians Arrows Wizard
Wizard
Elite Barbarians Mini P.E.K.K.A
Arrows Wizard Miner Mega Knight
Arrows
P.E.K.K.A Prince Mega Knight
Arrows Wizard
Prince
Arrows Wizard
Arrows
Miner Mini P.E.K.K.A Wizard Prince Mega Knight
Arrows Wizard
Arrows
Elite Barbarians Prince P.E.K.K.A Mega Knight
Elite Barbarians
Prince Miner Mega Knight
Prince P.E.K.K.A
Wizard Mega Knight

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