My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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 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 Magic Archer 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.

Skeletons Firecracker Prince Magic Archer Mega Knight Little Prince

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.

Missing

Punishments

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

Elite Barbarians Mini P.E.K.K.A Prince 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.

Elite Barbarians Mini P.E.K.K.A Prince 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 Elite Barbarians Mini P.E.K.K.A 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
Skeletons Elite Barbarians Prince
Giant Snowball
Skeletons Little Prince
Zap
Skeletons Firecracker Prince Little Prince
Barbarian Barrel
Skeletons Firecracker Elite Barbarians Magic Archer Little Prince
The Log
Skeletons Firecracker Elite Barbarians Mini P.E.K.K.A Prince Little Prince
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker Little Prince
Royal Delivery
Skeletons Firecracker Elite Barbarians Mini P.E.K.K.A Prince Magic Archer Little Prince
Fireball
Firecracker Elite Barbarians Magic Archer Little Prince
Poison
Firecracker Magic Archer Little Prince
Lightning
Elite Barbarians Mini P.E.K.K.A Prince Magic Archer Little Prince
Rocket
Elite Barbarians Prince Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Mini P.E.K.K.A Prince 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.

Elite Barbarians

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.

Skeletons Firecracker Little Prince Mini P.E.K.K.A Magic Archer Prince Elite Barbarians Mega Knight

Shortest cycle

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

11 Skeletons Firecracker Little Prince Mini P.E.K.K.A

Attack Synergies 1 11

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.

Skeletons
Firecracker
Elite Barbarians Mini P.E.K.K.A Prince Mega Knight
Elite Barbarians
Firecracker Mega Knight
Mini P.E.K.K.A
Firecracker Magic Archer Mega Knight Little Prince
Prince
Mega Knight Firecracker Magic Archer Little Prince
Magic Archer
Mini P.E.K.K.A Prince Mega Knight
Mega Knight
Prince Firecracker Elite Barbarians Mini P.E.K.K.A Magic Archer
Little Prince
Mini P.E.K.K.A Prince

Defense Synergies 0 14

Skeletons
Firecracker Elite Barbarians Mini P.E.K.K.A Prince Magic Archer Little Prince
Firecracker
Skeletons Mini P.E.K.K.A Prince Mega Knight
Elite Barbarians
Skeletons Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Skeletons Firecracker Elite Barbarians Magic Archer
Prince
Skeletons Firecracker Magic Archer
Magic Archer
Skeletons Mini P.E.K.K.A Prince Mega Knight
Mega Knight
Firecracker Elite Barbarians Magic Archer
Little Prince
Skeletons

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.

Firecracker Magic Archer
Elite Barbarians Mini P.E.K.K.A Skeletons Firecracker Prince Mega Knight
Mini P.E.K.K.A Prince Mega Knight Skeletons Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Prince Skeletons Firecracker Mega Knight
Firecracker Elite Barbarians Mini P.E.K.K.A Prince Mega Knight
Skeletons Firecracker Magic Archer Mega Knight
Firecracker Magic Archer Little Prince
Magic Archer Mega Knight
Mini P.E.K.K.A Skeletons Elite Barbarians Prince
Elite Barbarians Skeletons Firecracker Mini P.E.K.K.A Prince Mega Knight Little Prince
Skeletons Firecracker Magic Archer Mega Knight
Firecracker Magic Archer
Mini P.E.K.K.A Prince Mega Knight Skeletons Elite Barbarians
Mega Knight Firecracker Mini P.E.K.K.A Prince Magic Archer
Elite Barbarians Mini P.E.K.K.A Prince Mega Knight
Elite Barbarians Mini P.E.K.K.A Prince Mega Knight
Mega Knight Skeletons Firecracker Elite Barbarians Mini P.E.K.K.A Prince
Mega Knight Firecracker Elite Barbarians Prince Magic Archer Little Prince
Firecracker Magic Archer Mega Knight Little Prince
Mini P.E.K.K.A Elite Barbarians Prince
Mega Knight Firecracker Elite Barbarians Mini P.E.K.K.A Prince Little Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons Elite Barbarians Prince
Firecracker Elite Barbarians Mini P.E.K.K.A Prince Magic Archer Mega Knight
Mega Knight Skeletons Elite Barbarians Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince Mega Knight Elite Barbarians
Skeletons Elite Barbarians Mini P.E.K.K.A Prince Mega Knight
Firecracker Skeletons Magic Archer
Mini P.E.K.K.A Prince Skeletons Elite Barbarians
Mini P.E.K.K.A Mega Knight Elite Barbarians Prince
Mega Knight Skeletons Firecracker Elite Barbarians Mini P.E.K.K.A Prince Magic Archer
Skeletons
Mega Knight Elite Barbarians Mini P.E.K.K.A Prince
Mega Knight Elite Barbarians Prince
Elite Barbarians Mini P.E.K.K.A Prince Mega Knight Skeletons
Firecracker Magic Archer Mega Knight
Elite Barbarians Skeletons Firecracker Mini P.E.K.K.A Prince Magic Archer Little Prince
Mega Knight Firecracker Elite Barbarians Mini P.E.K.K.A Magic Archer

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.)

Magic Archer Firecracker
Firecracker Magic Archer
Magic Archer
Firecracker Prince
Firecracker Magic Archer Mega Knight
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker
Elite Barbarians Mini P.E.K.K.A Prince
Firecracker Prince Magic Archer
Firecracker Magic Archer
Firecracker Elite Barbarians Magic Archer
Firecracker Magic Archer
Firecracker Elite Barbarians Prince Magic Archer
Firecracker Magic Archer
Magic Archer Firecracker Mega Knight
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Prince Magic Archer Mega Knight
Firecracker Magic Archer Mega Knight Little Prince
Prince Magic Archer Mega Knight
Prince
Firecracker Magic Archer Mega Knight Little Prince
Firecracker Magic Archer
Prince Magic Archer Mega Knight
Firecracker Magic Archer
Elite Barbarians Firecracker Magic Archer Little Prince
Firecracker
Elite Barbarians Mini P.E.K.K.A
Magic Archer Mega Knight
Firecracker Magic Archer
Prince Mega Knight
Firecracker Magic Archer
Prince Magic Archer
Firecracker Magic Archer
Firecracker Mini P.E.K.K.A Prince Magic Archer Mega Knight
Firecracker Magic Archer
Firecracker Elite Barbarians Prince Mega Knight
Firecracker Elite Barbarians Magic Archer
Firecracker Magic Archer
Firecracker Prince Magic Archer Mega Knight Little Prince
Prince
Firecracker Mega Knight

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