My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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.

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 Balloon 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.

Balloon

Damage spells

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

Tornado

Punishments

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

Balloon 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 Balloon 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.

Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado 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 Tornado P.E.K.K.A Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Tornado Little Prince Tesla Wizard Balloon P.E.K.K.A Mega Knight

Shortest cycle

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

13 Knight Tornado Little Prince Tesla

Attack Synergies 3 9

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
Balloon Wizard Little Prince
Tesla
Wizard
Tornado Knight Balloon P.E.K.K.A Mega Knight
Tornado
Wizard P.E.K.K.A Balloon Mega Knight
Balloon
Knight Wizard Tornado Mega Knight Little Prince
P.E.K.K.A
Tornado Wizard
Mega Knight
Wizard Tornado Balloon
Little Prince
Knight Balloon

Defense Synergies 4 9

Knight
Tesla Little Prince Wizard Tornado
Tesla
Knight Wizard Tornado Little Prince
Wizard
Tornado Knight Tesla P.E.K.K.A Mega Knight
Tornado
Wizard P.E.K.K.A Knight Tesla Mega Knight Little Prince
Balloon
P.E.K.K.A
Tornado Wizard
Mega Knight
Wizard Tornado
Little Prince
Knight Tesla Tornado

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
P.E.K.K.A Knight Tesla Mega Knight
Tesla Tornado P.E.K.K.A Mega Knight Knight
Tesla P.E.K.K.A Knight Mega Knight
Tornado P.E.K.K.A Mega Knight
Tornado Tesla Mega Knight
Tesla Tornado Wizard Little Prince
Tesla P.E.K.K.A Mega Knight
Tesla P.E.K.K.A Tornado
Knight Tornado Tesla Mega Knight Little Prince
Knight Tesla Wizard Tornado Mega Knight
Tesla Wizard Tornado
Tesla P.E.K.K.A Mega Knight Knight Wizard
Wizard Mega Knight Tesla Tornado P.E.K.K.A
P.E.K.K.A Knight Tesla Mega Knight
Tornado Tesla P.E.K.K.A Mega Knight
Tesla Wizard Mega Knight Knight Tornado P.E.K.K.A
Tesla Mega Knight Knight Wizard Tornado Little Prince
Wizard Tornado Knight Tesla Mega Knight Little Prince
P.E.K.K.A Tesla Tornado
Wizard Mega Knight Knight Tesla 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 Tesla P.E.K.K.A
Knight Tesla Wizard Mega Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Knight Tesla Tornado
P.E.K.K.A Knight Tesla Mega Knight
Wizard Tesla Tornado
P.E.K.K.A Knight Tesla
P.E.K.K.A Mega Knight Knight Tesla
P.E.K.K.A Mega Knight Knight Tornado
P.E.K.K.A Tesla
P.E.K.K.A Mega Knight Knight Tesla
P.E.K.K.A Mega Knight Tornado
P.E.K.K.A Mega Knight Knight Tesla Wizard
Wizard Tesla Mega Knight
Tesla Knight Tornado P.E.K.K.A Little Prince
Mega Knight 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.)

Knight
Tornado
Knight
Wizard Mega Knight
Wizard Tornado
Wizard Tornado
Wizard Tornado
Wizard Tornado
Tornado
Knight Wizard Tornado
Wizard Tornado
Knight
Wizard
Wizard Mega Knight
Tornado
Wizard Mega Knight
Wizard Tornado Mega Knight Little Prince
Mega Knight
Wizard Tornado
Tornado
Tornado Wizard Mega Knight Little Prince
Wizard Tornado
Wizard Tornado Mega Knight
Tornado
Wizard Tornado Little Prince
Wizard
Wizard Mega Knight
P.E.K.K.A Mega Knight
Wizard
Wizard Tornado
Knight Wizard Mega Knight
Wizard
Tornado
P.E.K.K.A Mega Knight
Tornado
Tornado
Tornado Mega Knight Little Prince

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