My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Archers Inferno Dragon

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.

Archers Battle Ram Inferno Dragon Mega Knight Golden 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.

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 Battle Ram Mega Knight Golden 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.

Mini P.E.K.K.A Battle Ram 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 Golden Knight

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
Archers Battle Ram Inferno Dragon
Giant Snowball
Archers Battle Ram Inferno Dragon
Zap
Archers Battle Ram Inferno Dragon
Barbarian Barrel
Archers Battle Ram
The Log
Archers Mini P.E.K.K.A Battle Ram
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Mini P.E.K.K.A Battle Ram Inferno Dragon
Fireball
Archers Battle Ram Inferno Dragon
Poison
Archers
Lightning
Mini P.E.K.K.A Battle Ram Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

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 Mini P.E.K.K.A Battle Ram Rage Inferno Dragon 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Archers Arrows Mini P.E.K.K.A Battle Ram Inferno Dragon Golden Knight Mega Knight

Shortest cycle

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

12 Rage Archers Arrows Mini P.E.K.K.A

Attack Synergies 1 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.

Archers
Arrows Mini P.E.K.K.A Battle Ram Inferno Dragon Mega Knight
Arrows
Archers Mini P.E.K.K.A Battle Ram Mega Knight
Mini P.E.K.K.A
Archers Arrows Rage Mega Knight
Battle Ram
Archers Arrows Golden Knight
Rage
Mini P.E.K.K.A Golden Knight
Inferno Dragon
Mega Knight Archers
Mega Knight
Inferno Dragon Archers Arrows Mini P.E.K.K.A
Golden Knight
Battle Ram Rage

Defense Synergies 1 6

Archers
Mini P.E.K.K.A Mega Knight Golden Knight
Arrows
Mega Knight Mini P.E.K.K.A Golden Knight
Mini P.E.K.K.A
Archers Arrows
Battle Ram
Rage
Inferno Dragon
Mega Knight
Mega Knight
Arrows Archers Inferno Dragon
Golden Knight
Archers Arrows

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.

Golden Knight
Mini P.E.K.K.A Inferno Dragon Mega Knight
Mini P.E.K.K.A Mega Knight Archers Inferno Dragon
Mini P.E.K.K.A Inferno Dragon Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Archers Mega Knight
Inferno Dragon Archers Arrows
Arrows Mega Knight Golden Knight
Mini P.E.K.K.A Inferno Dragon
Archers Mini P.E.K.K.A Mega Knight
Archers Arrows Mega Knight
Arrows Inferno Dragon Archers
Mini P.E.K.K.A Mega Knight
Mega Knight Arrows Mini P.E.K.K.A Golden Knight
Mini P.E.K.K.A Inferno Dragon Mega Knight
Mini P.E.K.K.A Inferno Dragon Mega Knight
Mega Knight Arrows Mini P.E.K.K.A
Arrows Mega Knight Archers Golden Knight
Arrows Archers Inferno Dragon Mega Knight
Mini P.E.K.K.A Inferno Dragon
Mega Knight Archers Arrows Mini P.E.K.K.A
Inferno Dragon

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 Archers
Archers Arrows Mini P.E.K.K.A Inferno Dragon Mega Knight
Mega Knight Mini P.E.K.K.A Golden Knight
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Inferno Dragon Mega Knight
Arrows Archers
Mini P.E.K.K.A Archers
Mini P.E.K.K.A Mega Knight Inferno Dragon
Mega Knight Mini P.E.K.K.A Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Mini P.E.K.K.A Golden Knight
Mega Knight Arrows
Mini P.E.K.K.A Mega Knight Golden Knight
Archers Mega Knight
Archers Mini P.E.K.K.A Inferno Dragon Golden Knight
Arrows Mega Knight Archers Mini P.E.K.K.A Inferno Dragon Golden Knight
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 Golden Knight
Arrows Golden Knight
Arrows
Arrows
Arrows Mega Knight
Arrows
Archers Arrows
Arrows
Arrows Golden Knight
Mini P.E.K.K.A
Arrows Golden Knight
Archers Arrows
Golden Knight
Arrows
Arrows
Arrows Golden Knight
Arrows Mega Knight
Arrows
Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Mega Knight
Arrows Mega Knight Golden Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Inferno Dragon
Arrows Golden Knight
Arrows Mega Knight Golden Knight
Arrows Golden Knight
Archers Arrows
Mini P.E.K.K.A
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Archers
Archers Arrows
Arrows
Mini P.E.K.K.A Mega Knight
Arrows
Arrows
Mega Knight
Golden Knight
Mega Knight Golden Knight
Inferno Dragon
Mega Knight

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