My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archer Queen

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.

Prince P.E.K.K.A Archer Queen

Offensive cards

Win conditions

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

Wall Breakers Miner

Damage spells

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

Zap Arrows

Punishments

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

Wall Breakers Prince Miner

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.

Wall Breakers Prince P.E.K.K.A Archer Queen

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.

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
Wall Breakers Guards Prince Miner
Giant Snowball
Wall Breakers Guards Miner
Zap
Wall Breakers Guards Prince
Barbarian Barrel
Wall Breakers Guards
The Log
Wall Breakers Guards Prince
Earthquake
Guards
Arrows
Wall Breakers Guards
Royal Delivery
Wall Breakers Guards Prince P.E.K.K.A Miner
Fireball
Wall Breakers
Poison
Guards
Lightning
Prince Archer Queen
Rocket
Prince Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Guards Prince P.E.K.K.A 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Wall Breakers Arrows Guards Miner Prince Archer Queen P.E.K.K.A

Shortest cycle

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

10 Zap Wall Breakers Arrows Guards

Attack Synergies 7 7

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
Arrows Prince P.E.K.K.A Miner Wall Breakers Guards
Arrows
Zap P.E.K.K.A Wall Breakers Prince Miner
Wall Breakers
Miner Zap Arrows
Guards
Miner Zap
Prince
Zap Arrows Miner
P.E.K.K.A
Zap Arrows Archer Queen
Miner
Zap Wall Breakers Guards Arrows Prince
Archer Queen
P.E.K.K.A

Defense Synergies 0 10

Zap
Arrows Guards Prince P.E.K.K.A Miner Archer Queen
Arrows
Zap Prince P.E.K.K.A
Wall Breakers
Guards
Zap Prince Archer Queen
Prince
Zap Arrows Guards
P.E.K.K.A
Zap Arrows
Miner
Zap
Archer Queen
Zap Guards

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
P.E.K.K.A Zap Prince
Prince P.E.K.K.A
Prince P.E.K.K.A Guards
Arrows Prince P.E.K.K.A
Arrows Zap Guards
Zap Arrows
Zap Arrows P.E.K.K.A
P.E.K.K.A Prince Archer Queen
Guards Prince Miner
Guards Zap Arrows
Arrows Zap
Prince P.E.K.K.A Zap Guards
Zap Arrows Guards Prince P.E.K.K.A
P.E.K.K.A Prince
Zap Prince P.E.K.K.A
Arrows Prince P.E.K.K.A
Arrows Zap Guards Prince
Zap Arrows Guards
P.E.K.K.A Prince
Arrows Guards Prince P.E.K.K.A
P.E.K.K.A Archer Queen

Counters to secondary win conditions

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

Guards Zap Prince P.E.K.K.A
Zap Arrows Prince Miner
Guards P.E.K.K.A Zap Prince
Guards Prince P.E.K.K.A Zap
P.E.K.K.A Guards Prince
Arrows Zap
Guards Prince P.E.K.K.A
P.E.K.K.A Prince
Zap P.E.K.K.A Prince
P.E.K.K.A Guards
P.E.K.K.A Guards Prince
P.E.K.K.A Zap Arrows Guards Prince Archer Queen
Prince P.E.K.K.A Guards
Guards Zap Prince P.E.K.K.A Archer Queen
Arrows Zap P.E.K.K.A Archer Queen
Zap 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 Guards
Arrows Zap Miner
Arrows Miner
Arrows Guards Prince
Zap Arrows
Arrows Zap
Arrows
Arrows Zap
Arrows Miner Zap
Guards Prince
Miner Zap Arrows Prince
Zap Arrows Archer Queen
Miner
Arrows
Zap Arrows Prince
Zap Arrows
Arrows
Arrows
Zap Arrows Prince
Zap Arrows Miner
Prince
Arrows
Prince
Zap Arrows
Zap Arrows
Arrows Miner Zap
Zap Arrows Prince Miner
Miner Zap Arrows
Zap Arrows
Zap Guards
Zap Arrows Miner
Zap Arrows
P.E.K.K.A Prince
Arrows
Zap Guards Prince
Zap Arrows Archer Queen
Arrows
Miner Prince
Arrows Zap
Zap Arrows Archer Queen
Prince P.E.K.K.A Archer Queen
Zap Guards Archer Queen
Zap Archer Queen
Zap Prince Miner Archer Queen
Prince P.E.K.K.A

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