My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Wizard Baby Dragon Magic Archer

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.

Knight Wizard Baby Dragon P.E.K.K.A Magic Archer

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.

Arrows

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 Baby Dragon P.E.K.K.A Magic Archer

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.

Magic Archer

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
Guards
Giant Snowball
Cannon Guards Baby Dragon
Zap
Cannon Guards
Barbarian Barrel
Knight Cannon Wizard Guards Magic Archer
The Log
Cannon Guards
Earthquake
Cannon Guards
Arrows
Guards
Royal Delivery
Knight Wizard Guards Baby Dragon P.E.K.K.A Magic Archer
Fireball
Cannon Wizard Baby Dragon Magic Archer
Poison
Cannon Wizard Guards Magic Archer
Lightning
Knight Cannon Wizard Baby Dragon Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon Magic Archer

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 Knight Guards Baby Dragon P.E.K.K.A

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Cannon Guards Baby Dragon Magic Archer Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Cannon Guards

Attack Synergies 3 5

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 Knight
Knight
Baby Dragon Arrows Wizard Magic Archer
Cannon
Wizard
Knight P.E.K.K.A
Guards
Baby Dragon
Knight P.E.K.K.A
P.E.K.K.A
Arrows Magic Archer Wizard Baby Dragon
Magic Archer
P.E.K.K.A Knight

Defense Synergies 2 14

Arrows
Knight Cannon P.E.K.K.A
Knight
Cannon Magic Archer Arrows Wizard Baby Dragon
Cannon
Knight Arrows Wizard Guards Baby Dragon Magic Archer
Wizard
Knight Cannon Guards P.E.K.K.A
Guards
Cannon Wizard Baby Dragon Magic Archer
Baby Dragon
Knight Cannon Guards P.E.K.K.A
P.E.K.K.A
Arrows Wizard Baby Dragon
Magic Archer
Knight Cannon Guards

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 Cannon Wizard Baby Dragon Magic Archer
P.E.K.K.A Knight Cannon
Cannon P.E.K.K.A Knight
Cannon P.E.K.K.A Knight Guards
Arrows P.E.K.K.A
Arrows Cannon Guards Baby Dragon Magic Archer
Arrows Cannon Wizard Baby Dragon Magic Archer
Arrows Cannon Baby Dragon P.E.K.K.A Magic Archer
Cannon P.E.K.K.A
Knight Guards Cannon
Guards Arrows Knight Cannon Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Cannon P.E.K.K.A Knight Wizard Guards
Wizard Arrows Cannon Guards Baby Dragon P.E.K.K.A Magic Archer
P.E.K.K.A Knight Cannon
Cannon P.E.K.K.A
Wizard Arrows Knight Cannon P.E.K.K.A
Arrows Cannon Knight Wizard Guards Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Knight Cannon Guards Magic Archer
P.E.K.K.A Cannon
Wizard Arrows Knight Cannon Guards Baby Dragon P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Knight Guards P.E.K.K.A
Arrows Knight Wizard Baby Dragon Magic Archer
Guards P.E.K.K.A Knight
Guards P.E.K.K.A Knight
P.E.K.K.A Knight Cannon Guards
Arrows Wizard Baby Dragon Magic Archer
Guards P.E.K.K.A Knight
P.E.K.K.A Knight
P.E.K.K.A Knight Baby Dragon Magic Archer
P.E.K.K.A Cannon Guards
P.E.K.K.A Knight Guards
P.E.K.K.A Arrows Guards
P.E.K.K.A Knight Cannon Wizard Guards
Wizard Cannon Baby Dragon Magic Archer
Guards Knight Baby Dragon P.E.K.K.A Magic Archer
Arrows Cannon Wizard Baby Dragon P.E.K.K.A Magic Archer
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.)

Magic Archer Arrows Knight Guards Baby Dragon
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Knight Guards
Wizard Arrows Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard
Guards
Arrows Knight Wizard Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Knight Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Magic Archer Arrows Wizard Baby Dragon
Arrows
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Arrows Wizard
Arrows Baby Dragon
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Wizard Guards
Arrows Wizard Magic Archer
Arrows Magic Archer
P.E.K.K.A
Arrows Wizard Magic Archer
Guards Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows
Knight Wizard Baby Dragon Magic Archer
Arrows Wizard Baby Dragon Magic Archer
Arrows
P.E.K.K.A
Guards Baby Dragon Magic Archer
Magic Archer
Baby Dragon Magic Archer
P.E.K.K.A
Wizard

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