My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Executioner

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 Battle Ram Elixir Collector Prince Executioner 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.

Battle Ram

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.

Battle Ram Prince Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Knight Battle Ram 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
Battle Ram Prince
Giant Snowball
Battle Ram
Zap
Battle Ram Prince
Barbarian Barrel
Knight Battle Ram Executioner
The Log
Battle Ram Prince
Earthquake
Elixir Collector
Arrows
Royal Delivery
Knight Battle Ram Prince Executioner P.E.K.K.A
Fireball
Battle Ram Elixir Collector Executioner
Poison
Elixir Collector Executioner
Lightning
Knight Battle Ram Elixir Collector Prince Executioner
Rocket
Elixir Collector Prince Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner 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 Knight Battle Ram Elixir Collector Prince Executioner P.E.K.K.A Mega Knight

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 Battle Ram Prince Executioner Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

15 Arrows Knight Battle Ram Prince

Attack Synergies 4 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 Knight Battle Ram Prince Mega Knight
Knight
Battle Ram Executioner Arrows Prince
Battle Ram
Knight Arrows P.E.K.K.A
Elixir Collector
Prince
Mega Knight Arrows Knight
Executioner
Knight P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Battle Ram Executioner
Mega Knight
Prince Arrows Executioner

Defense Synergies 2 5

Arrows
Mega Knight Knight Prince P.E.K.K.A
Knight
Executioner Arrows
Battle Ram
Elixir Collector
Prince
Arrows Executioner
Executioner
Knight Prince Mega Knight
P.E.K.K.A
Arrows
Mega Knight
Arrows Executioner

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 Executioner
P.E.K.K.A Knight Prince Executioner Mega Knight
Prince P.E.K.K.A Mega Knight Knight Executioner
Prince P.E.K.K.A Knight Mega Knight
Arrows Prince P.E.K.K.A Mega Knight
Arrows Executioner Mega Knight
Arrows Executioner
Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Prince
Knight Prince Mega Knight
Executioner Arrows Knight Mega Knight
Arrows Executioner
Prince P.E.K.K.A Mega Knight Knight
Executioner Mega Knight Arrows Prince P.E.K.K.A
P.E.K.K.A Knight Prince Mega Knight
Prince P.E.K.K.A Mega Knight
Mega Knight Arrows Knight Prince Executioner P.E.K.K.A
Arrows Mega Knight Knight Prince Executioner
Arrows Executioner Knight Mega Knight
P.E.K.K.A Prince
Mega Knight Arrows Knight Prince Executioner 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 Mega Knight Prince P.E.K.K.A
Arrows Knight Prince Executioner Mega Knight
P.E.K.K.A Mega Knight Knight Prince
Prince P.E.K.K.A Mega Knight Knight
P.E.K.K.A Knight Prince Executioner Mega Knight
Arrows Executioner
Prince P.E.K.K.A Knight
P.E.K.K.A Mega Knight Knight Prince
P.E.K.K.A Mega Knight Knight Prince
P.E.K.K.A
P.E.K.K.A Mega Knight Knight Prince
P.E.K.K.A Mega Knight Arrows Prince
Prince P.E.K.K.A Mega Knight Knight Executioner
Executioner Mega Knight
Knight Prince Executioner P.E.K.K.A
Arrows Executioner Mega Knight P.E.K.K.A
Arrows

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 Knight
Arrows Executioner
Arrows
Arrows Knight Prince
Executioner Arrows Mega Knight
Arrows Executioner
Arrows Executioner
Arrows Executioner
Arrows
Prince
Arrows Knight Prince
Arrows Executioner
Knight Executioner
Arrows
Arrows Prince
Arrows Executioner
Arrows Executioner Mega Knight
Arrows
Arrows Prince Executioner Mega Knight
Arrows Mega Knight
Prince Mega Knight
Arrows
Prince
Arrows
Arrows Executioner Mega Knight
Arrows Executioner
Arrows Prince Mega Knight
Arrows
Arrows Executioner
Arrows Mega Knight
Arrows
P.E.K.K.A Prince Mega Knight
Arrows
Prince
Arrows Executioner
Arrows
Knight Prince Executioner Mega Knight
Arrows Executioner
Arrows
Prince Executioner P.E.K.K.A Mega Knight
Executioner
Prince Executioner Mega Knight
Prince P.E.K.K.A
Mega Knight

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