My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Bad

1 problems 6 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!
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!
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.

Inferno Tower Wizard Three Musketeers Baby Dragon

Defensive buildings

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

Inferno Tower

Investments

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

Wizard Three Musketeers Baby Dragon 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.

Three Musketeers

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.

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.

Baby Dragon Prince P.E.K.K.A Mega Knight

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
Three Musketeers Prince
Giant Snowball
Three Musketeers Baby Dragon
Zap
Inferno Tower Three Musketeers Prince
Barbarian Barrel
Inferno Tower Wizard Three Musketeers
The Log
Three Musketeers Prince
Earthquake
Inferno Tower
Arrows
Royal Delivery
Wizard Three Musketeers Baby Dragon Prince P.E.K.K.A
Fireball
Inferno Tower Wizard Three Musketeers Baby Dragon
Poison
Inferno Tower Wizard Three Musketeers
Lightning
Inferno Tower Wizard Three Musketeers Baby Dragon Prince
Rocket
Inferno Tower Wizard Three Musketeers Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon 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.

Arrows Inferno Tower Baby Dragon 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 Three Musketeers

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.

Arrows Baby Dragon Inferno Tower Wizard Prince P.E.K.K.A Mega Knight Three Musketeers

Shortest cycle

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

17 Arrows Baby Dragon Inferno Tower Wizard

Attack Synergies 2 8

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.

Arrows
P.E.K.K.A Prince Mega Knight
Inferno Tower
Wizard
Prince P.E.K.K.A Mega Knight
Three Musketeers
Baby Dragon
Prince P.E.K.K.A Mega Knight
Prince
Mega Knight Arrows Wizard Baby Dragon
P.E.K.K.A
Arrows Wizard Baby Dragon
Mega Knight
Prince Arrows Wizard Baby Dragon

Defense Synergies 1 12

Arrows
Mega Knight Inferno Tower Prince P.E.K.K.A
Inferno Tower
Arrows Baby Dragon Prince Mega Knight
Wizard
Prince P.E.K.K.A Mega Knight
Three Musketeers
Baby Dragon
Inferno Tower Prince P.E.K.K.A Mega Knight
Prince
Arrows Inferno Tower Wizard Baby Dragon
P.E.K.K.A
Arrows Wizard Baby Dragon
Mega Knight
Arrows Inferno Tower Wizard Baby Dragon

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.

Inferno Tower Wizard Baby Dragon
Inferno Tower P.E.K.K.A Three Musketeers Prince Mega Knight
Inferno Tower Three Musketeers Prince P.E.K.K.A Mega Knight
Inferno Tower Three Musketeers Prince P.E.K.K.A Mega Knight
Arrows Prince P.E.K.K.A Mega Knight
Arrows Baby Dragon Mega Knight
Inferno Tower Three Musketeers Arrows Wizard Baby Dragon
Arrows Inferno Tower Baby Dragon P.E.K.K.A Mega Knight
Inferno Tower Three Musketeers P.E.K.K.A Prince
Inferno Tower Prince Mega Knight
Arrows Wizard Baby Dragon Mega Knight
Arrows Inferno Tower Three Musketeers Wizard Baby Dragon
Inferno Tower Prince P.E.K.K.A Mega Knight Wizard Three Musketeers
Wizard Three Musketeers Mega Knight Arrows Baby Dragon Prince P.E.K.K.A
Inferno Tower P.E.K.K.A Three Musketeers Prince Mega Knight
Inferno Tower Three Musketeers Prince P.E.K.K.A Mega Knight
Wizard Three Musketeers Mega Knight Arrows Inferno Tower Prince P.E.K.K.A
Arrows Mega Knight Wizard Three Musketeers Baby Dragon Prince
Arrows Wizard Baby Dragon Mega Knight
P.E.K.K.A Inferno Tower Three Musketeers Prince
Wizard Mega Knight Arrows Baby Dragon Prince P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Inferno Tower Prince P.E.K.K.A
Arrows Wizard Baby Dragon Prince Mega Knight
P.E.K.K.A Mega Knight Inferno Tower Prince
Prince P.E.K.K.A Mega Knight Inferno Tower
Inferno Tower P.E.K.K.A Three Musketeers Prince Mega Knight
Arrows Wizard Three Musketeers Baby Dragon
Prince P.E.K.K.A Inferno Tower
Inferno Tower P.E.K.K.A Mega Knight Prince
P.E.K.K.A Mega Knight Inferno Tower Baby Dragon Prince
Inferno Tower P.E.K.K.A Three Musketeers
P.E.K.K.A Mega Knight Inferno Tower Prince
P.E.K.K.A Mega Knight Arrows Prince
Prince P.E.K.K.A Mega Knight Inferno Tower Wizard Three Musketeers
Wizard Three Musketeers Baby Dragon Mega Knight
Inferno Tower Three Musketeers Baby Dragon Prince P.E.K.K.A
Arrows Mega Knight Inferno Tower Wizard Baby Dragon P.E.K.K.A
Arrows Inferno Tower

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 Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Prince
Wizard Arrows Baby Dragon Mega Knight
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard
Three Musketeers Prince
Arrows Wizard Prince
Arrows Wizard Baby Dragon
Three Musketeers Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Prince
Arrows Wizard Three Musketeers Baby Dragon
Arrows Wizard Three Musketeers Baby Dragon Mega Knight
Arrows Three Musketeers
Arrows Wizard Three Musketeers Baby Dragon Prince Mega Knight
Arrows Wizard Baby Dragon Mega Knight
Baby Dragon Prince Mega Knight
Arrows Wizard
Prince
Arrows Baby Dragon
Arrows Wizard Baby Dragon Mega Knight
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Prince Mega Knight
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Wizard
Arrows Wizard Mega Knight
Arrows
P.E.K.K.A Prince Mega Knight
Arrows Wizard
Prince
Arrows Wizard Three Musketeers Baby Dragon
Arrows
Wizard Three Musketeers Baby Dragon Prince Mega Knight
Arrows Wizard Baby Dragon
Arrows
Three Musketeers Prince P.E.K.K.A Mega Knight
Baby Dragon
Baby Dragon Prince Mega Knight
Prince P.E.K.K.A
Wizard Mega Knight

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