My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Tesla

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 Mega Knight Goblinstein

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 Void

Punishments

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

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

Pump responses

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

Fireball Void

Dropped at the bridge

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

Knight Mini 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.

Mini 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
Giant Snowball
Zap
Barbarian Barrel
Knight Tesla
The Log
Mini P.E.K.K.A
Earthquake
Tesla
Arrows
Royal Delivery
Knight Mini P.E.K.K.A
Fireball
Tesla
Poison
Lightning
Knight Tesla Mini P.E.K.K.A Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Mini 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Knight Void Tesla Fireball Mini P.E.K.K.A Goblinstein Mega Knight

Shortest cycle

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

10 Mirror Knight Void Tesla

Attack Synergies 1 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.

Knight
Fireball
Tesla
Fireball
Mirror Knight Mega Knight
Mini P.E.K.K.A
Mirror Mega Knight
Mirror
Fireball Mini P.E.K.K.A
Void
Mega Knight
Fireball Mini P.E.K.K.A
Goblinstein

Defense Synergies 3 8

Knight
Tesla Fireball Mini P.E.K.K.A
Tesla
Knight Mirror Fireball Mini P.E.K.K.A
Fireball
Mirror Knight Tesla Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Knight Tesla Fireball Mirror
Mirror
Tesla Fireball Mini P.E.K.K.A Mega Knight
Void
Mega Knight
Fireball Mirror
Goblinstein

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 Fireball Void
Mini P.E.K.K.A Knight Tesla Mega Knight
Tesla Mini P.E.K.K.A Mega Knight Knight Void
Tesla Mini P.E.K.K.A Knight Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Fireball Tesla Mega Knight
Tesla Fireball Void
Tesla Fireball Void Mega Knight
Tesla Mini P.E.K.K.A
Knight Tesla Mini P.E.K.K.A Mega Knight
Knight Tesla Fireball Mega Knight
Tesla Fireball
Tesla Mini P.E.K.K.A Mega Knight Knight Fireball
Fireball Mega Knight Tesla Mini P.E.K.K.A
Mini P.E.K.K.A Knight Tesla Mega Knight
Tesla Fireball Mini P.E.K.K.A Mega Knight
Tesla Mega Knight Knight Fireball Mini P.E.K.K.A
Tesla Fireball Mega Knight Knight
Knight Tesla Fireball Mega Knight
Mini P.E.K.K.A Tesla
Mega Knight Knight Tesla Fireball Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Mega Knight Tesla Fireball Void
Fireball Void Knight Tesla Mini P.E.K.K.A Mega Knight
Mega Knight Knight Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Knight Tesla Fireball
Knight Tesla Mini P.E.K.K.A Mega Knight
Fireball Tesla
Mini P.E.K.K.A Knight Tesla Fireball Void
Mini P.E.K.K.A Mega Knight Knight Tesla
Void Mega Knight Knight Fireball Mini P.E.K.K.A
Tesla
Mega Knight Knight Tesla Mini P.E.K.K.A
Mega Knight Fireball Void
Mini P.E.K.K.A Mega Knight Knight Tesla Fireball
Tesla Fireball Mega Knight
Tesla Knight Fireball Mini P.E.K.K.A
Mega Knight Tesla Fireball Mini P.E.K.K.A
Fireball Void

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 Void Knight
Fireball Void
Fireball Void
Knight Fireball Void
Fireball Mega Knight
Fireball
Fireball
Fireball Void
Fireball Mini P.E.K.K.A Void
Void Knight Fireball
Fireball Void
Knight Fireball Void
Fireball Void
Fireball
Fireball
Fireball Mega Knight
Fireball
Mini P.E.K.K.A
Void Fireball Mini P.E.K.K.A Mega Knight
Fireball Void Mega Knight
Fireball Void Mega Knight
Fireball Void
Void
Fireball Void
Fireball Mega Knight
Fireball Void
Fireball Void Mega Knight
Fireball Void
Fireball Void
Fireball Void
Fireball Mini P.E.K.K.A Void
Void Fireball Mega Knight
Void Fireball
Mega Knight
Fireball
Fireball Void
Fireball
Fireball
Fireball Void Knight Mini P.E.K.K.A Mega Knight
Fireball
Void Fireball
Mega Knight
Fireball
Fireball Void
Void Fireball Mega Knight
Fireball Void Mega Knight
Void

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: