My Best Clash Royale Deck

Deck Check Rating

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

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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
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.

Little Prince

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.

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.

Goblin Barrel Graveyard

Damage spells

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

Void

Punishments

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

Goblin Barrel Graveyard Mega Knight

Pump responses

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

Goblin Barrel Void Graveyard

Dropped at the bridge

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

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.

Goblin Barrel Graveyard Goblin Machine

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
Goblin Barrel Graveyard
Giant Snowball
Goblin Barrel Graveyard Little Prince
Zap
Goblin Barrel Graveyard Little Prince
Barbarian Barrel
Goblin Barrel Graveyard Little Prince
The Log
Goblin Barrel Graveyard Little Prince
Earthquake
Goblin Barrel Graveyard
Arrows
Goblin Barrel Graveyard Little Prince
Royal Delivery
Goblin Barrel P.E.K.K.A Graveyard Little Prince
Fireball
Goblin Barrel Little Prince
Poison
Graveyard Little Prince
Lightning
Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Machine 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.

P.E.K.K.A Goblin Machine 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 Graveyard

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.

Mirror Goblin Barrel Void Little Prince Graveyard Goblin Machine P.E.K.K.A Mega Knight

Shortest cycle

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

9 Mirror Goblin Barrel Void Little Prince

Attack Synergies 1 6

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.

Mirror
Goblin Barrel Graveyard
Goblin Barrel
Mirror P.E.K.K.A Mega Knight
Void
P.E.K.K.A
Goblin Barrel Graveyard
Graveyard
Mirror P.E.K.K.A Mega Knight Little Prince
Goblin Machine
Mega Knight
Goblin Barrel Graveyard
Little Prince
Graveyard

Defense Synergies 0 1

Mirror
Mega Knight
Goblin Barrel
Void
P.E.K.K.A
Graveyard
Goblin Machine
Mega Knight
Mirror
Little Prince

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.

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

Mega Knight Void P.E.K.K.A
Void Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Void
P.E.K.K.A Mega Knight
Void P.E.K.K.A Mega Knight
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Void
P.E.K.K.A Mega Knight
Mega Knight
P.E.K.K.A Little Prince
Mega Knight P.E.K.K.A
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.)

Void
Void
Void
Void
Mega Knight
Goblin Machine
Void
Void
Void Goblin Machine
Void
Void
Void
Mega Knight
Void Goblin Machine Mega Knight
Void Goblin Machine Mega Knight Little Prince
Void Mega Knight
Void
Void
Void
Goblin Machine Mega Knight Little Prince
Void
Void Mega Knight
Void
Void Little Prince
Void
Void
Void Mega Knight
Void
P.E.K.K.A Mega Knight
Void
Void Mega Knight
Void
P.E.K.K.A Mega Knight
Void
Void Mega Knight Little Prince
P.E.K.K.A
Void Mega Knight
Void

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