My Best Clash Royale Deck

Deck Check Rating

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

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 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 No anti-air splash!

You don't have a card, that attacks air and has splash 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.

Archers

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 Knight Giant Dark Prince 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.

Giant

Damage spells

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

The Log

Punishments

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

Giant Dark Prince 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 Giant Dark Prince 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.

Dark Prince

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince The Log 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.

Knight Dark Prince Prince P.E.K.K.A 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.

The Log Archers Knight Dark Prince Giant Prince P.E.K.K.A Mega Knight

Shortest cycle

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

12 The Log Archers Knight Dark Prince

Attack Synergies 5 11

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
Knight Giant Dark Prince Prince P.E.K.K.A Mega Knight
Knight
Archers Prince The Log
Giant
Dark Prince Prince Archers The Log
Dark Prince
Giant Prince Archers
Prince
Giant Dark Prince Mega Knight Archers Knight The Log
P.E.K.K.A
Archers The Log
The Log
Knight Giant Prince P.E.K.K.A Mega Knight
Mega Knight
Prince Archers The Log

Defense Synergies 3 8

Archers
Knight Dark Prince P.E.K.K.A The Log Mega Knight
Knight
Archers The Log
Giant
Dark Prince
Archers Prince The Log
Prince
The Log Dark Prince
P.E.K.K.A
The Log Archers
The Log
Prince P.E.K.K.A Archers Knight Dark Prince Mega Knight
Mega Knight
Archers The Log

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.

Knight The Log
P.E.K.K.A Knight Dark Prince Prince The Log Mega Knight
Prince P.E.K.K.A Mega Knight Archers Knight Dark Prince
Prince P.E.K.K.A Knight Dark Prince Mega Knight
Dark Prince Prince P.E.K.K.A The Log Mega Knight
The Log Archers Dark Prince Mega Knight
Archers
P.E.K.K.A The Log Mega Knight
P.E.K.K.A Prince
Knight Archers Dark Prince Prince Mega Knight
Archers Knight Dark Prince The Log Mega Knight
Archers
Prince P.E.K.K.A Mega Knight Knight Dark Prince The Log
Mega Knight Dark Prince Prince P.E.K.K.A The Log
P.E.K.K.A Knight Prince Mega Knight
Prince P.E.K.K.A The Log Mega Knight
Mega Knight Knight Dark Prince Prince P.E.K.K.A
Mega Knight Archers Knight Dark Prince Prince The Log
The Log Archers Knight Dark Prince Mega Knight
P.E.K.K.A Prince
Dark Prince Mega Knight Archers Knight Prince P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight Archers Dark Prince Prince P.E.K.K.A
Archers Knight Prince The Log Mega Knight
P.E.K.K.A Mega Knight Knight Dark Prince Prince The Log
Dark Prince Prince P.E.K.K.A Mega Knight Knight The Log
P.E.K.K.A Knight Dark Prince Prince Mega Knight
Archers
Dark Prince Prince P.E.K.K.A Archers Knight
P.E.K.K.A Mega Knight Knight Dark Prince Prince
P.E.K.K.A Mega Knight Knight Dark Prince Prince The Log
P.E.K.K.A
P.E.K.K.A Mega Knight Knight Dark Prince Prince
P.E.K.K.A Mega Knight Dark Prince Prince The Log
Dark Prince Prince P.E.K.K.A Mega Knight Knight
Archers Mega Knight
Archers Knight Dark Prince Prince P.E.K.K.A The Log
Mega Knight Archers Dark Prince P.E.K.K.A The Log

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.)

Knight The Log
The Log
The Log
Knight Dark Prince Prince The Log
Dark Prince The Log Mega Knight
Archers The Log
The Log
The Log
Prince
Knight Dark Prince Prince The Log
Archers
Knight The Log
Prince The Log
The Log
The Log Mega Knight
Archers Dark Prince Prince The Log Mega Knight
The Log Mega Knight
Prince The Log Mega Knight
Prince The Log
The Log
The Log Dark Prince Mega Knight
The Log
Prince The Log Mega Knight
The Log
Archers
The Log Mega Knight
P.E.K.K.A Prince Mega Knight
The Log
Archers Dark Prince Prince
Archers
The Log
Knight Dark Prince Prince Mega Knight
The Log
Dark Prince Prince P.E.K.K.A Mega Knight
The Log
Dark Prince Prince The Log Mega Knight
Prince P.E.K.K.A
Mega Knight

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