My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minions Wizard

Defensive buildings

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

Mortar

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 Wizard Prince

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Fireball

Punishments

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

Mortar Mini P.E.K.K.A Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Mortar Mini P.E.K.K.A 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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Wizard

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 Mini P.E.K.K.A Prince

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Minions Fireball 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Knight Minions Mortar Fireball Mini P.E.K.K.A Wizard Prince

Shortest cycle

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

13 Archers Knight Minions Mortar

Attack Synergies 3 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
Knight Mortar Mini P.E.K.K.A Prince
Knight
Archers Minions Mortar Fireball Wizard Prince
Minions
Knight Mortar Mini P.E.K.K.A Prince
Mortar
Knight Archers Minions Fireball
Fireball
Knight Mortar
Mini P.E.K.K.A
Archers Minions Wizard
Wizard
Knight Mini P.E.K.K.A Prince
Prince
Archers Knight Minions Wizard

Defense Synergies 2 14

Archers
Knight Minions Mortar Mini P.E.K.K.A
Knight
Archers Minions Mortar Fireball Mini P.E.K.K.A Wizard
Minions
Knight Archers Mortar Prince
Mortar
Archers Knight Minions Fireball Wizard
Fireball
Knight Mortar Mini P.E.K.K.A
Mini P.E.K.K.A
Archers Knight Fireball Wizard
Wizard
Knight Mortar Mini P.E.K.K.A Prince
Prince
Minions Wizard

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 Minions Mortar Fireball Wizard
Mini P.E.K.K.A Knight Minions Mortar Prince
Mortar Mini P.E.K.K.A Prince Archers Knight Minions
Mini P.E.K.K.A Prince Knight Minions Mortar
Fireball Mini P.E.K.K.A Prince
Fireball Archers Minions
Minions Archers Mortar Fireball Wizard
Fireball
Mini P.E.K.K.A Minions Mortar Prince
Knight Archers Mini P.E.K.K.A Prince
Archers Minions Knight Fireball Wizard
Minions Archers Fireball Wizard
Mortar Mini P.E.K.K.A Prince Knight Minions Fireball Wizard
Fireball Wizard Minions Mortar Mini P.E.K.K.A Prince
Mini P.E.K.K.A Knight Mortar Prince
Mortar Fireball Mini P.E.K.K.A Prince
Wizard Knight Minions Mortar Fireball Mini P.E.K.K.A Prince
Mortar Fireball Archers Knight Minions Wizard Prince
Mortar Wizard Archers Knight Minions Fireball
Mini P.E.K.K.A Mortar Prince
Wizard Archers Knight Minions Fireball Mini P.E.K.K.A Prince
Mortar Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Archers Fireball Prince
Fireball Archers Knight Mortar Mini P.E.K.K.A Wizard Prince
Knight Minions Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince Knight Fireball
Knight Mini P.E.K.K.A Prince
Fireball Wizard Archers Minions
Mini P.E.K.K.A Prince Archers Knight Minions Fireball
Mini P.E.K.K.A Knight Prince
Knight Minions Mortar Fireball Mini P.E.K.K.A Prince
Knight Minions Mini P.E.K.K.A Prince
Fireball Prince
Mini P.E.K.K.A Prince Knight Fireball Wizard
Wizard Archers Fireball
Archers Knight Minions Mortar Fireball Mini P.E.K.K.A Prince
Minions Archers Fireball Mini P.E.K.K.A Wizard
Mortar Fireball

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.)

Fireball Knight Mortar
Mortar Fireball
Fireball
Knight Fireball Prince
Fireball Wizard Mortar
Fireball Wizard Minions
Archers Mortar Wizard
Fireball Wizard
Fireball Mortar Wizard
Minions Fireball Mini P.E.K.K.A Prince
Knight Mortar Fireball Wizard Prince
Fireball Archers Wizard
Knight Mortar Fireball
Minions Mortar Fireball
Mortar Fireball Prince
Mortar Fireball Wizard
Mortar Fireball Wizard
Mortar Fireball
Minions Mini P.E.K.K.A
Archers Mortar Fireball Mini P.E.K.K.A Wizard Prince
Mortar Fireball Wizard
Minions Fireball Prince
Fireball Wizard
Prince
Mortar Fireball
Mortar Fireball Wizard
Mortar Fireball Wizard
Fireball Mortar Wizard Prince
Fireball Mortar
Archers Fireball Wizard
Minions Fireball Wizard
Fireball Mini P.E.K.K.A
Mortar Fireball Wizard
Fireball
Prince
Fireball Wizard
Archers Minions Fireball Prince
Fireball Archers Wizard
Fireball
Fireball Knight Mini P.E.K.K.A Wizard Prince
Mortar Fireball Wizard
Fireball
Prince
Minions Fireball
Fireball
Mortar Fireball Prince
Prince
Fireball Mortar Wizard

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