My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 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.

Musketeer Magic Archer

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.

Knight Musketeer Prince P.E.K.K.A Golem Magic Archer

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Fireball

Punishments

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

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 Prince P.E.K.K.A Golem 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.

Golem 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
Prince
Giant Snowball
Musketeer
Zap
Prince
Barbarian Barrel
Knight Musketeer Magic Archer
The Log
Musketeer Prince
Earthquake
Arrows
Royal Delivery
Knight Musketeer Prince P.E.K.K.A Magic Archer
Fireball
Musketeer Magic Archer
Poison
Musketeer Magic Archer
Lightning
Knight Musketeer Prince Magic Archer
Rocket
Musketeer Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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 Prince P.E.K.K.A Golem

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.

Fireball Musketeer

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 Fireball Musketeer Magic Archer Prince P.E.K.K.A Golem

Shortest cycle

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

14 Arrows Knight Fireball Musketeer

Attack Synergies 6 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.

Arrows
Fireball P.E.K.K.A Golem Knight Prince
Knight
Musketeer Arrows Fireball Prince Magic Archer
Fireball
Arrows Golem Knight Magic Archer
Musketeer
Knight Prince P.E.K.K.A Golem
Prince
Arrows Knight Musketeer Golem Magic Archer
P.E.K.K.A
Arrows Magic Archer Musketeer
Golem
Arrows Fireball Musketeer Prince Magic Archer
Magic Archer
P.E.K.K.A Knight Fireball Prince Golem

Defense Synergies 2 8

Arrows
Knight Fireball Prince P.E.K.K.A
Knight
Musketeer Magic Archer Arrows Fireball
Fireball
Arrows Knight Musketeer
Musketeer
Knight Fireball P.E.K.K.A
Prince
Arrows Magic Archer
P.E.K.K.A
Arrows Musketeer
Golem
Magic Archer
Knight 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.

Knight Fireball Musketeer Magic Archer
P.E.K.K.A Knight Musketeer Prince
Prince P.E.K.K.A Knight Musketeer
Prince P.E.K.K.A Knight Musketeer
Arrows Fireball Prince P.E.K.K.A
Arrows Fireball Musketeer Magic Archer
Musketeer Arrows Fireball Magic Archer
Arrows Fireball Musketeer P.E.K.K.A Magic Archer
P.E.K.K.A Musketeer Prince
Knight Musketeer Prince
Arrows Knight Fireball Musketeer Magic Archer
Arrows Musketeer Fireball Magic Archer
Prince P.E.K.K.A Knight Fireball Musketeer
Fireball Arrows Prince P.E.K.K.A Magic Archer
P.E.K.K.A Knight Prince
Fireball Prince P.E.K.K.A
Arrows Knight Fireball Musketeer Prince P.E.K.K.A
Arrows Fireball Knight Musketeer Prince Magic Archer
Arrows Knight Fireball Musketeer Magic Archer
P.E.K.K.A Musketeer Prince
Arrows Knight Fireball Musketeer Prince P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Fireball Prince P.E.K.K.A
Fireball Arrows Knight Musketeer Prince Magic Archer
P.E.K.K.A Knight Musketeer Prince
Prince P.E.K.K.A Knight Fireball Musketeer
P.E.K.K.A Knight Musketeer Prince
Arrows Fireball Musketeer Magic Archer
Prince P.E.K.K.A Knight Fireball Musketeer
P.E.K.K.A Knight Prince
P.E.K.K.A Knight Fireball Prince Magic Archer
P.E.K.K.A Musketeer
P.E.K.K.A Knight Musketeer Prince
P.E.K.K.A Arrows Fireball Prince
Prince P.E.K.K.A Knight Fireball
Fireball Musketeer Magic Archer
Knight Fireball Musketeer Prince P.E.K.K.A Magic Archer
Arrows Fireball Musketeer P.E.K.K.A Magic Archer
Arrows 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 Magic Archer Arrows Knight Musketeer
Arrows Fireball Musketeer Magic Archer
Arrows Fireball Magic Archer
Arrows Knight Fireball Musketeer Prince
Fireball Arrows Magic Archer
Arrows Fireball Musketeer Magic Archer
Arrows Musketeer Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball
Fireball Musketeer Prince
Arrows Knight Fireball Musketeer Prince Magic Archer
Fireball Arrows Musketeer Magic Archer
Knight Fireball Musketeer Magic Archer
Arrows Fireball Musketeer Magic Archer
Arrows Fireball Musketeer Prince Magic Archer
Arrows Fireball Musketeer Magic Archer
Magic Archer Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer Prince Magic Archer
Arrows Fireball Magic Archer
Fireball Musketeer Prince Magic Archer
Arrows Fireball
Musketeer Prince
Arrows Fireball Musketeer
Arrows Fireball Magic Archer
Arrows Fireball Musketeer Magic Archer
Fireball Arrows Musketeer Prince Magic Archer
Fireball Arrows Musketeer Magic Archer
Arrows Fireball Musketeer Magic Archer
Fireball Musketeer
Fireball
Arrows Fireball Musketeer Magic Archer
Arrows Fireball Magic Archer
P.E.K.K.A Prince
Arrows Fireball Magic Archer
Fireball Musketeer Prince Magic Archer
Fireball Arrows Musketeer Magic Archer
Arrows Fireball
Fireball Knight Musketeer Prince Magic Archer
Arrows Fireball Musketeer Magic Archer
Arrows Fireball
Musketeer Prince P.E.K.K.A
Fireball Musketeer Magic Archer
Fireball Musketeer Magic Archer
Fireball Musketeer Prince Magic Archer
Prince P.E.K.K.A
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: