My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding 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.

Firecracker Tesla Magic Archer

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 Firecracker Tesla Prince P.E.K.K.A Magic Archer Mega Knight

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.

Fireball

Punishments

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

Prince Mega Knight

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 Magic Archer 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 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
Zap
Firecracker Prince
Barbarian Barrel
Knight Firecracker Tesla Magic Archer
The Log
Firecracker Prince
Earthquake
Firecracker Tesla
Arrows
Firecracker
Royal Delivery
Knight Firecracker Prince P.E.K.K.A Magic Archer
Fireball
Firecracker Tesla Magic Archer
Poison
Firecracker Magic Archer
Lightning
Knight Tesla Prince Magic Archer
Rocket
Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Magic Archer 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.

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

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

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.

Knight Firecracker Tesla Fireball Magic Archer Prince P.E.K.K.A Mega Knight

Shortest cycle

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

14 Knight Firecracker Tesla Fireball

Attack Synergies 3 10

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.

Knight
Firecracker Fireball Prince Magic Archer
Firecracker
Knight Prince P.E.K.K.A Mega Knight
Tesla
Fireball
Knight Magic Archer Mega Knight
Prince
Mega Knight Knight Firecracker Magic Archer
P.E.K.K.A
Magic Archer Firecracker
Magic Archer
P.E.K.K.A Knight Fireball Prince Mega Knight
Mega Knight
Prince Firecracker Fireball Magic Archer

Defense Synergies 3 11

Knight
Firecracker Tesla Magic Archer Fireball
Firecracker
Knight Tesla Prince P.E.K.K.A Mega Knight
Tesla
Knight Firecracker Fireball Prince Magic Archer
Fireball
Knight Tesla Mega Knight
Prince
Firecracker Tesla Magic Archer
P.E.K.K.A
Firecracker
Magic Archer
Knight Tesla Prince Mega Knight
Mega Knight
Firecracker Fireball Magic Archer

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 Firecracker Tesla Fireball Magic Archer
P.E.K.K.A Knight Firecracker Tesla Prince Mega Knight
Tesla Prince P.E.K.K.A Mega Knight Knight
Tesla Prince P.E.K.K.A Knight Firecracker Mega Knight
Firecracker Fireball Prince P.E.K.K.A Mega Knight
Fireball Firecracker Tesla Magic Archer Mega Knight
Tesla Firecracker Fireball Magic Archer
Tesla Fireball P.E.K.K.A Magic Archer Mega Knight
Tesla P.E.K.K.A Prince
Knight Firecracker Tesla Prince Mega Knight
Knight Firecracker Tesla Fireball Magic Archer Mega Knight
Tesla Firecracker Fireball Magic Archer
Tesla Prince P.E.K.K.A Mega Knight Knight Fireball
Fireball Mega Knight Firecracker Tesla Prince P.E.K.K.A Magic Archer
P.E.K.K.A Knight Tesla Prince Mega Knight
Tesla Fireball Prince P.E.K.K.A Mega Knight
Tesla Mega Knight Knight Firecracker Fireball Prince P.E.K.K.A
Tesla Fireball Mega Knight Knight Firecracker Prince Magic Archer
Knight Firecracker Tesla Fireball Magic Archer Mega Knight
P.E.K.K.A Tesla Prince
Mega Knight Knight Firecracker Tesla Fireball Prince P.E.K.K.A
P.E.K.K.A Tesla

Counters to secondary win conditions

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

Knight Mega Knight Tesla Fireball Prince P.E.K.K.A
Fireball Knight Firecracker Tesla Prince Magic Archer Mega Knight
P.E.K.K.A Mega Knight Knight Prince
Prince P.E.K.K.A Mega Knight Knight Tesla Fireball
P.E.K.K.A Knight Tesla Prince Mega Knight
Firecracker Fireball Tesla Magic Archer
Prince P.E.K.K.A Knight Tesla Fireball
P.E.K.K.A Mega Knight Knight Tesla Prince
P.E.K.K.A Mega Knight Knight Firecracker Fireball Prince Magic Archer
P.E.K.K.A Tesla
P.E.K.K.A Mega Knight Knight Tesla Prince
P.E.K.K.A Mega Knight Fireball Prince
Prince P.E.K.K.A Mega Knight Knight Tesla Fireball
Firecracker Tesla Fireball Magic Archer Mega Knight
Tesla Knight Firecracker Fireball Prince P.E.K.K.A Magic Archer
Mega Knight Firecracker Tesla Fireball P.E.K.K.A Magic Archer
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 Knight Firecracker
Firecracker Fireball Magic Archer
Fireball Magic Archer
Knight Firecracker Fireball Prince
Fireball Firecracker Magic Archer Mega Knight
Firecracker Fireball Magic Archer
Firecracker Magic Archer
Fireball Firecracker Magic Archer
Fireball Firecracker
Fireball Prince
Firecracker Knight Fireball Prince Magic Archer
Fireball Firecracker Magic Archer
Knight Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Prince Magic Archer
Firecracker Fireball Magic Archer
Magic Archer Firecracker Fireball Mega Knight
Fireball
Firecracker Fireball Prince Magic Archer Mega Knight
Firecracker Fireball Magic Archer Mega Knight
Fireball Prince Magic Archer Mega Knight
Fireball
Prince
Fireball
Firecracker Fireball Magic Archer Mega Knight
Firecracker Fireball Magic Archer
Fireball Prince Magic Archer Mega Knight
Fireball Firecracker Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball
Fireball
Fireball Magic Archer Mega Knight
Firecracker Fireball Magic Archer
P.E.K.K.A Prince Mega Knight
Firecracker Fireball Magic Archer
Fireball Prince Magic Archer
Fireball Firecracker Magic Archer
Fireball
Fireball Knight Firecracker Prince Magic Archer Mega Knight
Firecracker Fireball Magic Archer
Fireball
Firecracker Prince P.E.K.K.A Mega Knight
Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Prince Magic Archer Mega Knight
Prince P.E.K.K.A
Fireball Firecracker Mega Knight

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