My Best Clash Royale Deck

Deck Check Rating

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

1 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 direct tower 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 spells that can finish it off. 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 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!
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 Mega Minion 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 Knight Mega Minion Wizard Dark Prince Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Missing

Punishments

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

Elite Barbarians Dark Prince Balloon

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 Elite Barbarians Dark Prince Balloon P.E.K.K.A

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.

Elite Barbarians Dark Prince Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

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

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.

Elite Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Knight Mega Minion Dark Prince Wizard Balloon Elite Barbarians P.E.K.K.A

Shortest cycle

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

13 Archers Knight Mega Minion Dark Prince

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 Elite Barbarians Dark Prince Balloon P.E.K.K.A
Knight
Archers Mega Minion Balloon Elite Barbarians Wizard
Elite Barbarians
Archers Knight Wizard
Mega Minion
Knight Balloon
Wizard
Knight Elite Barbarians Dark Prince Balloon P.E.K.K.A
Dark Prince
Archers Wizard Balloon
Balloon
Knight Archers Mega Minion Wizard Dark Prince
P.E.K.K.A
Archers Wizard

Defense Synergies 3 10

Archers
Knight Mega Minion Dark Prince P.E.K.K.A
Knight
Archers Mega Minion Wizard
Elite Barbarians
Dark Prince Mega Minion Wizard
Mega Minion
Knight Archers Elite Barbarians Wizard Dark Prince
Wizard
Knight Elite Barbarians Mega Minion Dark Prince P.E.K.K.A
Dark Prince
Elite Barbarians Archers Mega Minion Wizard
Balloon
P.E.K.K.A
Archers 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 Mega Minion Wizard
Elite Barbarians P.E.K.K.A Knight Mega Minion Dark Prince
P.E.K.K.A Archers Knight Elite Barbarians Mega Minion Dark Prince
Elite Barbarians P.E.K.K.A Knight Mega Minion Dark Prince
Elite Barbarians Dark Prince P.E.K.K.A
Archers Mega Minion Dark Prince
Mega Minion Archers Wizard
P.E.K.K.A
P.E.K.K.A Elite Barbarians
Knight Elite Barbarians Archers Dark Prince
Archers Knight Mega Minion Wizard Dark Prince
Mega Minion Archers Wizard
P.E.K.K.A Knight Elite Barbarians Wizard Dark Prince
Wizard Mega Minion Dark Prince P.E.K.K.A
Elite Barbarians P.E.K.K.A Knight
Elite Barbarians P.E.K.K.A
Wizard Knight Elite Barbarians Dark Prince P.E.K.K.A
Archers Knight Elite Barbarians Mega Minion Wizard Dark Prince
Wizard Archers Knight Mega Minion Dark Prince
P.E.K.K.A Elite Barbarians
Wizard Dark Prince Archers Knight Elite Barbarians P.E.K.K.A
P.E.K.K.A Elite Barbarians

Counters to secondary win conditions

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

Knight Archers Elite Barbarians Dark Prince P.E.K.K.A
Archers Knight Elite Barbarians Mega Minion Wizard
P.E.K.K.A Knight Elite Barbarians Dark Prince
Dark Prince P.E.K.K.A Knight Elite Barbarians
P.E.K.K.A Knight Elite Barbarians Dark Prince
Wizard Archers
Dark Prince P.E.K.K.A Archers Knight Elite Barbarians Mega Minion
P.E.K.K.A Knight Elite Barbarians Dark Prince
P.E.K.K.A Knight Elite Barbarians Mega Minion Dark Prince
P.E.K.K.A Mega Minion
P.E.K.K.A Knight Elite Barbarians Mega Minion Dark Prince
P.E.K.K.A Elite Barbarians Dark Prince
Elite Barbarians Dark Prince P.E.K.K.A Knight Wizard
Wizard Archers
Elite Barbarians Archers Knight Mega Minion Dark Prince P.E.K.K.A
Archers Elite Barbarians Mega Minion Wizard Dark Prince 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.)

Knight
Knight Dark Prince
Wizard Dark Prince
Wizard Mega Minion
Archers Wizard
Wizard
Wizard
Elite Barbarians
Knight Wizard Dark Prince
Archers Wizard
Knight Elite Barbarians
Elite Barbarians
Wizard
Wizard
Archers Mega Minion Wizard Dark Prince
Wizard
Wizard
Wizard Dark Prince
Mega Minion
Wizard
Wizard
Elite Barbarians Archers Wizard
Mega Minion Wizard
Elite Barbarians Mega Minion
Wizard
P.E.K.K.A
Wizard
Archers Dark Prince
Archers Mega Minion Wizard
Knight Mega Minion Wizard Dark Prince
Wizard
Elite Barbarians Mega Minion Dark Prince P.E.K.K.A
Elite Barbarians
Dark Prince
P.E.K.K.A
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: