My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Missing

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Dark Prince Mighty Miner

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.

Arrows The Log

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 Battle Ram Dark 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.

Mini P.E.K.K.A Battle Ram Dark Prince Mighty Miner

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 Dark Prince Mighty 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
Battle Ram Dark Prince Mighty Miner
Giant Snowball
Cannon Battle Ram Mighty Miner
Zap
Cannon Battle Ram Dark Prince Mighty Miner
Barbarian Barrel
Cannon Battle Ram Bomb Tower Dark Prince
The Log
Cannon Mini P.E.K.K.A Battle Ram Dark Prince
Earthquake
Cannon Bomb Tower
Arrows
Royal Delivery
Mini P.E.K.K.A Battle Ram Dark Prince
Fireball
Cannon Battle Ram Bomb Tower Mighty Miner
Poison
Cannon Bomb Tower
Lightning
Cannon Mini P.E.K.K.A Battle Ram Bomb Tower Dark Prince Mighty Miner
Rocket
Bomb Tower Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Dark Prince The Log

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 Battle Ram Dark Prince Mighty Miner

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.

The Log Arrows Cannon Mini P.E.K.K.A Battle Ram Bomb Tower Dark Prince Mighty Miner

Shortest cycle

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

12 The Log Arrows Cannon Mini P.E.K.K.A

Attack Synergies 1 6

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
Mini P.E.K.K.A Battle Ram Dark Prince Mighty Miner
Cannon
Mini P.E.K.K.A
Arrows Dark Prince The Log
Battle Ram
The Log Arrows
Bomb Tower
Dark Prince
Arrows Mini P.E.K.K.A
The Log
Battle Ram Mini P.E.K.K.A
Mighty Miner
Arrows

Defense Synergies 3 9

Arrows
Cannon Mini P.E.K.K.A Bomb Tower Dark Prince
Cannon
The Log Arrows Mini P.E.K.K.A Dark Prince Mighty Miner
Mini P.E.K.K.A
The Log Arrows Cannon Bomb Tower
Battle Ram
Bomb Tower
The Log Arrows Mini P.E.K.K.A
Dark Prince
Arrows Cannon The Log
The Log
Cannon Mini P.E.K.K.A Bomb Tower Dark Prince
Mighty Miner
Cannon

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.

Cannon The Log
Mini P.E.K.K.A Bomb Tower Cannon Dark Prince The Log
Cannon Mini P.E.K.K.A Bomb Tower Dark Prince
Cannon Mini P.E.K.K.A Bomb Tower Dark Prince
Arrows Mini P.E.K.K.A Bomb Tower Dark Prince The Log
Arrows The Log Cannon Bomb Tower Dark Prince
Arrows Cannon Bomb Tower
Arrows Cannon Bomb Tower The Log
Cannon Mini P.E.K.K.A Mighty Miner Bomb Tower
Cannon Mini P.E.K.K.A Dark Prince
Arrows Cannon Bomb Tower Dark Prince The Log
Arrows
Cannon Mini P.E.K.K.A Bomb Tower Dark Prince The Log
Bomb Tower Arrows Cannon Mini P.E.K.K.A Dark Prince The Log
Mini P.E.K.K.A Cannon Bomb Tower
Bomb Tower Cannon Mini P.E.K.K.A The Log
Bomb Tower Arrows Cannon Mini P.E.K.K.A Dark Prince
Arrows Cannon Bomb Tower Dark Prince The Log
Arrows Bomb Tower The Log Cannon Dark Prince
Mini P.E.K.K.A Cannon Bomb Tower
Dark Prince Arrows Cannon Mini P.E.K.K.A Bomb Tower The Log
Cannon Mini P.E.K.K.A Bomb Tower Mighty Miner

Counters to secondary win conditions

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

Mini P.E.K.K.A Dark Prince
Arrows Mini P.E.K.K.A Bomb Tower The Log
Mini P.E.K.K.A Bomb Tower Dark Prince The Log
Mini P.E.K.K.A Dark Prince The Log
Cannon Mini P.E.K.K.A Dark Prince Mighty Miner
Arrows Bomb Tower
Mini P.E.K.K.A Dark Prince Bomb Tower
Mini P.E.K.K.A Mighty Miner Bomb Tower Dark Prince
Mini P.E.K.K.A Bomb Tower Dark Prince The Log
Cannon
Mini P.E.K.K.A Bomb Tower Dark Prince
Arrows Dark Prince The Log
Mini P.E.K.K.A Dark Prince Cannon Bomb Tower
Cannon Bomb Tower
Mini P.E.K.K.A Bomb Tower Dark Prince The Log Mighty Miner
Arrows Cannon Mini P.E.K.K.A Bomb Tower Dark Prince The Log Mighty Miner
Arrows Cannon Bomb Tower

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 The Log
Arrows The Log
Arrows The Log
Arrows Dark Prince The Log
Arrows Dark Prince The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Mini P.E.K.K.A
Arrows Dark Prince The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Dark Prince The Log
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Dark Prince
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Mini P.E.K.K.A
Arrows The Log
Arrows
Mighty Miner
Arrows The Log
Dark Prince
Arrows
Arrows The Log
Mini P.E.K.K.A Dark Prince
Arrows The Log
Arrows
Dark Prince
The Log
Dark Prince The Log

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