My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 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!
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!
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 Magic Archer Archer Queen

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.

Tesla P.E.K.K.A Magic Archer Mega Knight Archer Queen

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.

Rage

Punishments

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

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.

P.E.K.K.A Magic Archer Mega Knight Archer Queen

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.

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
Guards
Giant Snowball
Guards
Zap
Guards
Barbarian Barrel
Tesla Guards Magic Archer
The Log
Guards
Earthquake
Tesla Guards
Arrows
Guards
Royal Delivery
Guards P.E.K.K.A Magic Archer
Fireball
Tesla Magic Archer
Poison
Guards Magic Archer
Lightning
Tesla Magic Archer Archer Queen
Rocket
Magic Archer Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

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.

Rage Guards P.E.K.K.A Mega Knight

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 Rage Guards Tesla Magic Archer Archer Queen P.E.K.K.A Mega Knight

Shortest cycle

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

9 Mirror Rage Guards 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.

Tesla
Mirror
Magic Archer
Rage
Guards
P.E.K.K.A
Magic Archer Archer Queen
Magic Archer
P.E.K.K.A Mirror Mega Knight
Mega Knight
Magic Archer Archer Queen
Archer Queen
P.E.K.K.A Mega Knight

Defense Synergies 1 7

Tesla
Mirror Guards Magic Archer
Mirror
Tesla Magic Archer Mega Knight
Rage
Guards
Tesla Magic Archer Archer Queen
P.E.K.K.A
Magic Archer
Tesla Mirror Guards Mega Knight
Mega Knight
Mirror Magic Archer
Archer Queen
Guards

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.

Tesla Magic Archer
P.E.K.K.A Tesla Mega Knight
Tesla P.E.K.K.A Mega Knight
Tesla P.E.K.K.A Guards Mega Knight
P.E.K.K.A Mega Knight
Tesla Guards Magic Archer Mega Knight
Tesla Magic Archer
Tesla P.E.K.K.A Magic Archer Mega Knight
Tesla P.E.K.K.A Archer Queen
Guards Tesla Mega Knight
Guards Tesla Magic Archer Mega Knight
Tesla Magic Archer
Tesla P.E.K.K.A Mega Knight Guards
Mega Knight Tesla Guards P.E.K.K.A Magic Archer
P.E.K.K.A Tesla Mega Knight
Tesla P.E.K.K.A Mega Knight
Tesla Mega Knight P.E.K.K.A
Tesla Mega Knight Guards Magic Archer
Tesla Guards Magic Archer Mega Knight
P.E.K.K.A Tesla
Mega Knight Tesla Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Mega Knight Tesla P.E.K.K.A
Tesla Magic Archer Mega Knight
Guards P.E.K.K.A Mega Knight
Guards P.E.K.K.A Mega Knight Tesla
P.E.K.K.A Tesla Guards Mega Knight
Tesla Magic Archer
Guards P.E.K.K.A Tesla
P.E.K.K.A Mega Knight Tesla
P.E.K.K.A Mega Knight Magic Archer
P.E.K.K.A Tesla Guards
P.E.K.K.A Mega Knight Tesla Guards
P.E.K.K.A Mega Knight Guards Archer Queen
P.E.K.K.A Mega Knight Tesla Guards
Tesla Magic Archer Mega Knight
Tesla Guards P.E.K.K.A Magic Archer Archer Queen
Mega Knight Tesla P.E.K.K.A Magic Archer Archer Queen

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 Guards
Magic Archer
Magic Archer
Guards
Magic Archer Mega Knight
Magic Archer
Magic Archer
Magic Archer
Guards
Magic Archer
Magic Archer Archer Queen
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer
Magic Archer Mega Knight
Magic Archer
Magic Archer
Guards
Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Mega Knight
Magic Archer
Guards Magic Archer
Magic Archer Archer Queen
Magic Archer Mega Knight
Magic Archer
Archer Queen
P.E.K.K.A Mega Knight Archer Queen
Guards Magic Archer Archer Queen
Magic Archer Archer Queen
Magic Archer Mega Knight Archer Queen
P.E.K.K.A
Mega Knight

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