My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 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:

Let's fix it!

AND/OR

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

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Archers Wizard Prince P.E.K.K.A Mega Knight Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

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 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.

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.

Mini P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Mini P.E.K.K.A Rage Prince P.E.K.K.A Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Archers Mini P.E.K.K.A Wizard Prince Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

14 Rage Archers Mini P.E.K.K.A Wizard

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
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Archers Wizard Rage Mega Knight
Wizard
Mini P.E.K.K.A Rage Prince P.E.K.K.A Mega Knight
Rage
Mini P.E.K.K.A Wizard Prince
Prince
Mega Knight Archers Wizard Rage
P.E.K.K.A
Archers Wizard
Mega Knight
Prince Archers Mini P.E.K.K.A Wizard
Goblinstein

Defense Synergies 0 7

Archers
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Archers Wizard
Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Rage
Prince
Wizard
P.E.K.K.A
Archers Wizard
Mega Knight
Archers Wizard
Goblinstein

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
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 Archers
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Archers Mega Knight
Archers Wizard
P.E.K.K.A Mega Knight
Mini P.E.K.K.A P.E.K.K.A Prince
Archers Mini P.E.K.K.A Prince Mega Knight
Archers Wizard Mega Knight
Archers Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight Mini P.E.K.K.A Prince P.E.K.K.A
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
Wizard Mega Knight Mini P.E.K.K.A Prince P.E.K.K.A
Mega Knight Archers Wizard Prince
Wizard Archers Mega Knight
Mini P.E.K.K.A P.E.K.K.A Prince
Wizard Mega Knight Archers 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 Archers Prince P.E.K.K.A
Archers Mini P.E.K.K.A Wizard Prince Mega Knight
P.E.K.K.A Mega Knight Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
P.E.K.K.A Mini P.E.K.K.A Prince Mega Knight
Wizard Archers
Mini P.E.K.K.A Prince P.E.K.K.A Archers
Mini P.E.K.K.A P.E.K.K.A Mega Knight Prince
P.E.K.K.A Mega Knight Mini P.E.K.K.A Prince
P.E.K.K.A
P.E.K.K.A Mega Knight Mini P.E.K.K.A Prince
P.E.K.K.A Mega Knight Prince
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Wizard
Wizard Archers Mega Knight
Archers Mini P.E.K.K.A Prince P.E.K.K.A
Mega Knight Archers Mini P.E.K.K.A Wizard P.E.K.K.A

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.)

Prince
Wizard Mega Knight
Wizard
Archers Wizard
Wizard
Wizard
Mini P.E.K.K.A Prince
Wizard Prince
Archers Wizard
Prince
Wizard
Wizard Mega Knight
Mini P.E.K.K.A
Archers Mini P.E.K.K.A Wizard Prince Mega Knight
Wizard Mega Knight
Prince Mega Knight
Wizard
Prince
Wizard Mega Knight
Wizard
Wizard Prince Mega Knight
Archers Wizard
Wizard
Mini P.E.K.K.A
Wizard Mega Knight
P.E.K.K.A Prince Mega Knight
Wizard
Archers Prince
Archers Wizard
Mini P.E.K.K.A Wizard Prince Mega Knight
Wizard
Prince P.E.K.K.A Mega Knight
Prince Mega Knight
Prince P.E.K.K.A
Wizard Mega Knight

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