My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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 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

Defensive buildings

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

Cannon

Investments

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

Archers Giant Dark Prince Prince

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.

Arrows

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 Giant Dark Prince 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 Giant Dark Prince Prince

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince

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 Guards Dark Prince Prince

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Cannon Guards Mini P.E.K.K.A Dark Prince Giant Prince

Shortest cycle

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

12 Archers Arrows Cannon Guards

Attack Synergies 5 10

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 Giant Dark Prince Prince
Arrows
Giant Archers Mini P.E.K.K.A Dark Prince Prince
Cannon
Mini P.E.K.K.A
Giant Archers Arrows Dark Prince
Giant
Arrows Mini P.E.K.K.A Dark Prince Prince Archers Guards
Guards
Giant
Dark Prince
Giant Prince Archers Arrows Mini P.E.K.K.A
Prince
Giant Dark Prince Archers Arrows

Defense Synergies 0 15

Archers
Cannon Mini P.E.K.K.A Guards Dark Prince
Arrows
Cannon Mini P.E.K.K.A Dark Prince Prince
Cannon
Archers Arrows Mini P.E.K.K.A Guards Dark Prince Prince
Mini P.E.K.K.A
Archers Arrows Cannon Guards
Giant
Guards
Archers Cannon Mini P.E.K.K.A Prince
Dark Prince
Archers Arrows Cannon Prince
Prince
Arrows Cannon Guards Dark Prince

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
Mini P.E.K.K.A Cannon Dark Prince Prince
Cannon Mini P.E.K.K.A Prince Archers Dark Prince
Cannon Mini P.E.K.K.A Prince Guards Dark Prince
Arrows Mini P.E.K.K.A Dark Prince Prince
Arrows Archers Cannon Guards Dark Prince
Archers Arrows Cannon
Arrows Cannon
Cannon Mini P.E.K.K.A Prince
Guards Archers Cannon Mini P.E.K.K.A Dark Prince Prince
Archers Guards Arrows Cannon Dark Prince
Arrows Archers
Cannon Mini P.E.K.K.A Prince Guards Dark Prince
Arrows Cannon Mini P.E.K.K.A Guards Dark Prince Prince
Mini P.E.K.K.A Cannon Prince
Cannon Mini P.E.K.K.A Prince
Arrows Cannon Mini P.E.K.K.A Dark Prince Prince
Arrows Cannon Archers Guards Dark Prince Prince
Arrows Archers Cannon Guards Dark Prince
Mini P.E.K.K.A Cannon Prince
Dark Prince Archers Arrows Cannon Mini P.E.K.K.A Guards Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Archers Dark Prince Prince
Archers Arrows Mini P.E.K.K.A Prince
Guards Mini P.E.K.K.A Dark Prince Prince
Mini P.E.K.K.A Guards Dark Prince Prince
Cannon Mini P.E.K.K.A Guards Dark Prince Prince
Arrows Archers
Mini P.E.K.K.A Guards Dark Prince Prince Archers
Mini P.E.K.K.A Dark Prince Prince
Mini P.E.K.K.A Dark Prince Prince
Cannon Guards
Mini P.E.K.K.A Guards Dark Prince Prince
Arrows Guards Dark Prince Prince
Mini P.E.K.K.A Dark Prince Prince Cannon Guards
Archers Cannon
Guards Archers Mini P.E.K.K.A Dark Prince Prince
Arrows Archers Cannon Mini P.E.K.K.A Dark Prince
Arrows Cannon

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
Arrows
Arrows Guards Dark Prince Prince
Arrows Dark Prince
Arrows
Archers Arrows
Arrows
Arrows
Mini P.E.K.K.A Guards Prince
Arrows Dark Prince Prince
Archers Arrows
Arrows
Arrows Prince
Arrows
Arrows
Arrows
Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Dark Prince Prince
Arrows
Prince
Arrows
Prince
Arrows
Arrows Dark Prince
Arrows
Arrows Prince
Arrows
Archers Arrows
Guards
Mini P.E.K.K.A
Arrows
Arrows
Prince
Arrows
Archers Guards Dark Prince Prince
Archers Arrows
Arrows
Mini P.E.K.K.A Dark Prince Prince
Arrows
Arrows
Dark Prince Prince
Guards
Dark Prince Prince
Prince

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