My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Tesla Wizard Little Prince

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Wizard P.E.K.K.A Little Prince

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 Void

Pump responses

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

Void

Dropped at the bridge

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

Knight P.E.K.K.A

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
Guards Little Prince
Zap
Guards Little Prince
Barbarian Barrel
Knight Tesla Wizard Guards Little Prince
The Log
Guards Little Prince
Earthquake
Tesla Guards
Arrows
Guards Little Prince
Royal Delivery
Knight Wizard Guards P.E.K.K.A Little Prince
Fireball
Tesla Wizard Little Prince
Poison
Wizard Guards Little Prince
Lightning
Knight Tesla Wizard Little Prince
Rocket
Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 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 Guards Void Little Prince Tesla Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Guards Void

Attack Synergies 2 4

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
Void P.E.K.K.A Knight
Knight
Arrows Wizard Little Prince
Tesla
Wizard
Knight P.E.K.K.A
Guards
Void
Arrows
P.E.K.K.A
Arrows Wizard
Little Prince
Knight

Defense Synergies 2 11

Arrows
Knight Tesla Void P.E.K.K.A Little Prince
Knight
Tesla Little Prince Arrows Wizard
Tesla
Knight Arrows Wizard Guards Little Prince
Wizard
Knight Tesla Guards P.E.K.K.A
Guards
Tesla Wizard
Void
Arrows
P.E.K.K.A
Arrows Wizard
Little Prince
Knight Arrows Tesla

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 Tesla Wizard Void
P.E.K.K.A Knight Tesla
Tesla P.E.K.K.A Knight Void
Tesla P.E.K.K.A Knight Guards
Arrows P.E.K.K.A
Arrows Tesla Guards
Tesla Arrows Wizard Void Little Prince
Arrows Tesla Void P.E.K.K.A
Tesla P.E.K.K.A
Knight Guards Tesla Little Prince
Guards Arrows Knight Tesla Wizard
Arrows Tesla Wizard
Tesla P.E.K.K.A Knight Wizard Guards
Wizard Arrows Tesla Guards P.E.K.K.A
P.E.K.K.A Knight Tesla
Tesla P.E.K.K.A
Tesla Wizard Arrows Knight P.E.K.K.A
Arrows Tesla Knight Wizard Guards Little Prince
Arrows Wizard Knight Tesla Guards Little Prince
P.E.K.K.A Tesla
Wizard Arrows Knight Tesla Guards P.E.K.K.A Little Prince

Counters to secondary win conditions

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

Knight Guards Tesla Void P.E.K.K.A
Void Arrows Knight Tesla Wizard
Guards P.E.K.K.A Knight
Guards P.E.K.K.A Knight Tesla
P.E.K.K.A Knight Tesla Guards
Arrows Wizard Tesla
Guards P.E.K.K.A Knight Tesla Void
P.E.K.K.A Knight Tesla
Void P.E.K.K.A Knight
P.E.K.K.A Tesla Guards
P.E.K.K.A Knight Tesla Guards
P.E.K.K.A Arrows Guards Void
P.E.K.K.A Knight Tesla Wizard Guards
Wizard Tesla
Tesla Guards Knight P.E.K.K.A Little Prince
Arrows Tesla Wizard 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.)

Void Arrows Knight Guards
Arrows Void
Arrows Void
Arrows Knight Guards Void
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Void Wizard
Guards Void
Void Arrows Knight Wizard
Void Arrows Wizard
Knight Void
Arrows Void
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Void Arrows Wizard
Arrows Wizard Little Prince
Void
Arrows Wizard Void
Void
Arrows Void
Arrows Wizard Little Prince
Arrows Void Wizard
Void Arrows Wizard
Void Arrows
Arrows Wizard Little Prince
Wizard Guards Void
Void
Void Arrows Wizard
Void Arrows
P.E.K.K.A
Arrows Wizard
Guards Void
Arrows Wizard
Arrows
Void Knight Wizard
Arrows Wizard
Void Arrows
P.E.K.K.A
Guards
Void
Void Little Prince

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