My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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.

Bats Firecracker Little Prince

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.

Bats Knight Firecracker P.E.K.K.A Mega Knight 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

Punishments

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

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.

Knight P.E.K.K.A Mega Knight

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.

Firecracker

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
Bats
Giant Snowball
Bats Cannon Little Prince
Zap
Bats Cannon Firecracker Little Prince
Barbarian Barrel
Knight Cannon Firecracker Little Prince
The Log
Cannon Firecracker Little Prince
Earthquake
Cannon Firecracker
Arrows
Bats Firecracker Little Prince
Royal Delivery
Bats Knight Firecracker P.E.K.K.A Little Prince
Fireball
Cannon Firecracker Little Prince
Poison
Bats Cannon Firecracker Little Prince
Lightning
Knight Cannon Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Bats Arrows Knight 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Cannon Firecracker Little Prince P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bats Arrows Knight Cannon

Attack Synergies 4 7

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.

Bats
Knight Mega Knight Firecracker P.E.K.K.A
Arrows
P.E.K.K.A Knight Mega Knight
Knight
Bats Firecracker Arrows Little Prince
Cannon
Firecracker
Knight Bats P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Bats Firecracker
Mega Knight
Bats Arrows Firecracker
Little Prince
Knight

Defense Synergies 5 12

Bats
Knight Cannon Firecracker P.E.K.K.A Mega Knight
Arrows
Mega Knight Knight Cannon P.E.K.K.A Little Prince
Knight
Bats Cannon Firecracker Little Prince Arrows
Cannon
Knight Bats Arrows Firecracker Little Prince
Firecracker
Knight Bats Cannon P.E.K.K.A Mega Knight
P.E.K.K.A
Bats Arrows Firecracker
Mega Knight
Arrows Bats Firecracker
Little Prince
Knight Arrows Cannon

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 Firecracker
P.E.K.K.A Bats Knight Cannon Firecracker Mega Knight
Cannon P.E.K.K.A Mega Knight Bats Knight
Cannon P.E.K.K.A Bats Knight Firecracker Mega Knight
Arrows Firecracker P.E.K.K.A Mega Knight
Arrows Bats Cannon Firecracker Mega Knight
Bats Arrows Cannon Firecracker Little Prince
Arrows Cannon P.E.K.K.A Mega Knight
Cannon P.E.K.K.A
Knight Cannon Firecracker Mega Knight Little Prince
Bats Arrows Knight Cannon Firecracker Mega Knight
Arrows Bats Firecracker
Cannon P.E.K.K.A Mega Knight Bats Knight
Mega Knight Bats Arrows Cannon Firecracker P.E.K.K.A
P.E.K.K.A Knight Cannon Mega Knight
Cannon P.E.K.K.A Mega Knight
Mega Knight Bats Arrows Knight Cannon Firecracker P.E.K.K.A
Arrows Cannon Mega Knight Bats Knight Firecracker Little Prince
Arrows Bats Knight Cannon Firecracker Mega Knight Little Prince
P.E.K.K.A Cannon
Mega Knight Bats Arrows Knight Cannon Firecracker 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 Mega Knight P.E.K.K.A
Arrows Knight Firecracker Mega Knight
P.E.K.K.A Mega Knight Bats Knight
P.E.K.K.A Mega Knight Bats Knight
P.E.K.K.A Knight Cannon Mega Knight
Arrows Firecracker Bats
P.E.K.K.A Bats Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Bats Knight Firecracker
P.E.K.K.A Cannon
P.E.K.K.A Mega Knight Bats Knight
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Knight Cannon
Cannon Firecracker Mega Knight
Bats Knight Firecracker P.E.K.K.A Little Prince
Bats Arrows Mega Knight Cannon Firecracker P.E.K.K.A
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.)

Arrows Knight Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Bats
Arrows Firecracker Mega Knight
Arrows Firecracker Mega Knight Little Prince
Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight Little Prince
Arrows Firecracker
Arrows Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Little Prince
Bats Firecracker
Arrows Mega Knight
Arrows Firecracker
P.E.K.K.A Mega Knight
Arrows Firecracker
Bats
Arrows Firecracker
Arrows
Knight Firecracker Mega Knight
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Mega Knight Little Prince
P.E.K.K.A
Firecracker Mega Knight

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