My Best Clash Royale Deck

Deck Check Rating

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

4 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. 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!
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 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 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 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.

Baby Dragon

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 Royal Recruits Baby Dragon Dark Prince P.E.K.K.A Mega Knight Skeleton King

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Missing

Punishments

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

Royal Recruits Goblin Barrel Dark Prince Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Royal Recruits Baby Dragon Dark Prince P.E.K.K.A Mega Knight Skeleton King

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.

Goblin Barrel Dark Prince

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
Royal Recruits Goblin Barrel Dark Prince Skeleton King
Giant Snowball
Royal Recruits Goblin Barrel Baby Dragon Skeleton King
Zap
Goblin Barrel Dark Prince Skeleton King
Barbarian Barrel
Knight Royal Recruits Goblin Barrel Dark Prince Skeleton King
The Log
Royal Recruits Goblin Barrel Dark Prince Skeleton King
Earthquake
Goblin Barrel Skeleton King
Arrows
Royal Recruits Goblin Barrel Skeleton King
Royal Delivery
Knight Royal Recruits Goblin Barrel Baby Dragon Dark Prince P.E.K.K.A Skeleton King
Fireball
Goblin Barrel Baby Dragon Skeleton King
Poison
Royal Recruits Skeleton King
Lightning
Knight Baby Dragon Dark Prince Skeleton King
Rocket
Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Dark Prince Mega Knight Skeleton King

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 Royal Recruits Baby Dragon Dark 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.

Goblin Barrel

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.

Goblin Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Goblin Barrel Baby Dragon Dark Prince Skeleton King Royal Recruits P.E.K.K.A Mega Knight

Shortest cycle

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

14 Knight Goblin Barrel Baby Dragon Dark Prince

Attack Synergies 3 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.

Knight
Goblin Barrel Baby Dragon
Royal Recruits
Goblin Barrel
Knight Dark Prince Baby Dragon P.E.K.K.A Mega Knight Skeleton King
Baby Dragon
Knight Goblin Barrel Dark Prince P.E.K.K.A Mega Knight
Dark Prince
Goblin Barrel Baby Dragon
P.E.K.K.A
Goblin Barrel Baby Dragon
Mega Knight
Goblin Barrel Baby Dragon
Skeleton King
Goblin Barrel

Defense Synergies 0 5

Knight
Baby Dragon
Royal Recruits
Goblin Barrel
Baby Dragon
Knight Dark Prince P.E.K.K.A Mega Knight Skeleton King
Dark Prince
Baby Dragon
P.E.K.K.A
Baby Dragon
Mega Knight
Baby Dragon
Skeleton King
Baby Dragon

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 Royal Recruits Baby Dragon
P.E.K.K.A Knight Royal Recruits Dark Prince Mega Knight
P.E.K.K.A Mega Knight Knight Royal Recruits Dark Prince
Royal Recruits P.E.K.K.A Knight Dark Prince Mega Knight Skeleton King
Royal Recruits Dark Prince P.E.K.K.A Mega Knight
Baby Dragon Dark Prince Mega Knight
Baby Dragon
Royal Recruits Baby Dragon P.E.K.K.A Mega Knight
P.E.K.K.A Royal Recruits Skeleton King
Knight Royal Recruits Dark Prince Mega Knight
Knight Royal Recruits Baby Dragon Dark Prince Mega Knight Skeleton King
Baby Dragon
Royal Recruits P.E.K.K.A Mega Knight Knight Dark Prince
Mega Knight Royal Recruits Baby Dragon Dark Prince P.E.K.K.A Skeleton King
Royal Recruits P.E.K.K.A Knight Mega Knight Skeleton King
Royal Recruits P.E.K.K.A Mega Knight
Mega Knight Knight Royal Recruits Dark Prince P.E.K.K.A
Mega Knight Knight Royal Recruits Baby Dragon Dark Prince
Baby Dragon Knight Royal Recruits Dark Prince Mega Knight
P.E.K.K.A Royal Recruits
Royal Recruits Dark Prince Mega Knight Knight Baby Dragon 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 Royal Recruits Mega Knight Dark Prince P.E.K.K.A
Knight Baby Dragon Mega Knight
Royal Recruits P.E.K.K.A Mega Knight Knight Dark Prince
Royal Recruits Dark Prince P.E.K.K.A Mega Knight Knight
Royal Recruits P.E.K.K.A Knight Dark Prince Mega Knight
Baby Dragon
Royal Recruits Dark Prince P.E.K.K.A Knight
P.E.K.K.A Mega Knight Knight Royal Recruits Dark Prince
Royal Recruits P.E.K.K.A Mega Knight Knight Baby Dragon Dark Prince
Royal Recruits P.E.K.K.A
P.E.K.K.A Mega Knight Knight Royal Recruits Dark Prince
Royal Recruits P.E.K.K.A Mega Knight Dark Prince
Royal Recruits Dark Prince P.E.K.K.A Mega Knight Knight Skeleton King
Royal Recruits Baby Dragon Mega Knight
Royal Recruits Knight Baby Dragon Dark Prince P.E.K.K.A Skeleton King
Mega Knight Royal Recruits Baby Dragon Dark Prince P.E.K.K.A Skeleton King

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.)

Knight Royal Recruits Baby Dragon
Baby Dragon
Baby Dragon
Knight Royal Recruits Dark Prince
Baby Dragon Dark Prince Mega Knight
Baby Dragon
Baby Dragon
Baby Dragon
Knight Royal Recruits Dark Prince
Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Royal Recruits Baby Dragon Mega Knight
Baby Dragon Dark Prince Mega Knight
Baby Dragon Mega Knight
Baby Dragon Mega Knight
Royal Recruits Baby Dragon
Baby Dragon Dark Prince Mega Knight
Baby Dragon
Baby Dragon Mega Knight
Baby Dragon
Baby Dragon
Mega Knight
P.E.K.K.A Mega Knight
Royal Recruits Dark Prince
Baby Dragon
Knight Baby Dragon Dark Prince Mega Knight
Baby Dragon Skeleton King
Royal Recruits Dark Prince P.E.K.K.A Mega Knight
Royal Recruits Baby Dragon Skeleton King
Royal Recruits Baby Dragon Dark Prince Mega Knight
P.E.K.K.A
Mega Knight

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