My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard Witch

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.

Archers Wizard Witch Prince P.E.K.K.A Mega Knight

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.

Zap Arrows

Punishments

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

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.

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

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
Archers Prince
Giant Snowball
Archers Witch
Zap
Archers Witch Prince
Barbarian Barrel
Archers Wizard Witch
The Log
Archers Witch Prince
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Wizard Witch Prince P.E.K.K.A
Fireball
Archers Wizard Witch
Poison
Archers Wizard Witch
Lightning
Wizard Witch Prince
Rocket
Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard 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.

Arrows Prince 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 Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Arrows Wizard Witch Prince P.E.K.K.A Mega Knight

Shortest cycle

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

13 Zap Archers Arrows Wizard

Attack Synergies 5 15

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.

Zap
Arrows Prince P.E.K.K.A Archers Witch Mega Knight
Archers
Zap Arrows Prince P.E.K.K.A Mega Knight
Arrows
Zap P.E.K.K.A Archers Prince Mega Knight
Wizard
Prince P.E.K.K.A Mega Knight
Witch
Zap Prince P.E.K.K.A Mega Knight
Prince
Zap Mega Knight Archers Arrows Wizard Witch
P.E.K.K.A
Zap Arrows Archers Wizard Witch
Mega Knight
Prince Zap Archers Arrows Wizard Witch

Defense Synergies 2 15

Zap
Mega Knight Archers Arrows Witch Prince P.E.K.K.A
Archers
Zap Witch P.E.K.K.A Mega Knight
Arrows
Mega Knight Zap Prince P.E.K.K.A
Wizard
Prince P.E.K.K.A Mega Knight
Witch
Zap Archers Prince Mega Knight
Prince
Zap Arrows Wizard Witch
P.E.K.K.A
Zap Archers Arrows Wizard
Mega Knight
Zap Arrows Archers Wizard Witch

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.

Zap Wizard
P.E.K.K.A Zap Witch Prince Mega Knight
Witch Prince P.E.K.K.A Mega Knight Archers
Witch Prince P.E.K.K.A Mega Knight
Arrows Prince P.E.K.K.A Mega Knight
Arrows Zap Archers Mega Knight
Zap Archers Arrows Wizard Witch
Zap Arrows P.E.K.K.A Mega Knight
Witch P.E.K.K.A Prince
Archers Prince Mega Knight
Archers Witch Zap Arrows Wizard Mega Knight
Arrows Zap Archers Wizard Witch
Prince P.E.K.K.A Mega Knight Zap Wizard Witch
Wizard Mega Knight Zap Arrows Witch Prince P.E.K.K.A
P.E.K.K.A Prince Mega Knight
Zap Prince P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows Witch Prince P.E.K.K.A
Arrows Mega Knight Zap Archers Wizard Witch Prince
Zap Arrows Wizard Witch Archers Mega Knight
P.E.K.K.A Prince
Wizard Mega Knight Archers Arrows Witch Prince P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap Archers Witch Prince P.E.K.K.A
Zap Archers Arrows Wizard Prince Mega Knight
P.E.K.K.A Mega Knight Zap Witch Prince
Prince P.E.K.K.A Mega Knight Zap
P.E.K.K.A Witch Prince Mega Knight
Arrows Wizard Zap Archers Witch
Prince P.E.K.K.A Archers Witch
P.E.K.K.A Mega Knight Prince
Zap P.E.K.K.A Mega Knight Witch Prince
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch Prince
P.E.K.K.A Mega Knight Zap Arrows Prince
Prince P.E.K.K.A Mega Knight Wizard Witch
Wizard Archers Witch Mega Knight
Witch Zap Archers Prince P.E.K.K.A
Arrows Mega Knight Zap Archers Wizard Witch P.E.K.K.A
Zap Arrows

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.)

Arrows
Arrows Zap
Arrows
Arrows Prince
Wizard Zap Arrows Mega Knight
Arrows Wizard Zap Witch
Archers Arrows Wizard Witch
Arrows Zap Wizard
Arrows Zap Wizard
Prince
Zap Arrows Wizard Prince
Zap Archers Arrows Wizard
Arrows
Zap Arrows Prince
Zap Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Zap Archers Arrows Wizard Prince Mega Knight
Zap Arrows Wizard Witch Mega Knight
Prince Mega Knight
Arrows Wizard
Prince
Zap Arrows
Zap Arrows Wizard Witch Mega Knight
Witch
Arrows Zap Wizard Witch
Zap Arrows Wizard Witch Prince Mega Knight
Zap Arrows
Zap Archers Arrows Wizard Witch
Zap Wizard Witch
Zap Arrows Wizard Mega Knight
Zap Arrows
P.E.K.K.A Prince Mega Knight
Arrows Wizard
Zap Archers Witch Prince
Zap Archers Arrows Wizard Witch
Arrows
Wizard Prince Mega Knight
Arrows Zap Wizard
Zap Arrows
Prince P.E.K.K.A Mega Knight
Zap Witch
Zap Witch
Zap Witch Prince Mega Knight
Prince P.E.K.K.A
Wizard Mega Knight

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