My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers 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 Knight 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

Punishments

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

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.

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

Mini P.E.K.K.A

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 Knight Witch
The Log
Archers Mini P.E.K.K.A Witch Prince
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Knight Mini P.E.K.K.A Witch Prince P.E.K.K.A
Fireball
Archers Witch
Poison
Archers Witch
Lightning
Knight Mini P.E.K.K.A Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Mini P.E.K.K.A 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.

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

Shortest cycle

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

12 Zap Archers Knight Mini P.E.K.K.A

Attack Synergies 4 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
Prince P.E.K.K.A Archers Knight Mini P.E.K.K.A Witch Mega Knight
Archers
Knight Zap Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Knight
Archers Zap Witch Prince
Mini P.E.K.K.A
Zap Archers Mega Knight
Witch
Zap Knight Prince P.E.K.K.A Mega Knight
Prince
Zap Mega Knight Archers Knight Witch
P.E.K.K.A
Zap Archers Witch
Mega Knight
Prince Zap Archers Mini P.E.K.K.A Witch

Defense Synergies 3 14

Zap
Mini P.E.K.K.A Mega Knight Archers Knight Witch Prince P.E.K.K.A
Archers
Knight Zap Mini P.E.K.K.A Witch P.E.K.K.A Mega Knight
Knight
Archers Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Zap Archers Knight Witch
Witch
Zap Archers Knight Mini P.E.K.K.A Prince Mega Knight
Prince
Zap Witch
P.E.K.K.A
Zap Archers
Mega Knight
Zap Archers 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 Knight
Mini P.E.K.K.A P.E.K.K.A Zap Knight Witch Prince Mega Knight
Mini P.E.K.K.A Witch Prince P.E.K.K.A Mega Knight Archers Knight
Mini P.E.K.K.A Witch Prince P.E.K.K.A Knight Mega Knight
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Zap Archers Mega Knight
Zap Archers Witch
Zap P.E.K.K.A Mega Knight
Mini P.E.K.K.A Witch P.E.K.K.A Prince
Knight Archers Mini P.E.K.K.A Prince Mega Knight
Archers Witch Zap Knight Mega Knight
Zap Archers Witch
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Zap Knight Witch
Mega Knight Zap Mini P.E.K.K.A Witch Prince P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Knight Prince Mega Knight
Zap Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Mega Knight Knight Mini P.E.K.K.A Witch Prince P.E.K.K.A
Mega Knight Zap Archers Knight Witch Prince
Zap Witch Archers Knight Mega Knight
Mini P.E.K.K.A P.E.K.K.A Prince
Mega Knight Archers Knight Mini P.E.K.K.A 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.

Knight Mini P.E.K.K.A Mega Knight Zap Archers Witch Prince P.E.K.K.A
Zap Archers Knight Mini P.E.K.K.A Prince Mega Knight
P.E.K.K.A Mega Knight Zap Knight Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Zap Knight
P.E.K.K.A Knight Mini P.E.K.K.A Witch Prince Mega Knight
Zap Archers Witch
Mini P.E.K.K.A Prince P.E.K.K.A Archers Knight Witch
Mini P.E.K.K.A P.E.K.K.A Mega Knight Knight Prince
Zap P.E.K.K.A Mega Knight Knight Mini P.E.K.K.A Witch Prince
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Knight Mini P.E.K.K.A Witch Prince
P.E.K.K.A Mega Knight Zap Prince
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Knight Witch
Archers Witch Mega Knight
Witch Zap Archers Knight Mini P.E.K.K.A Prince P.E.K.K.A
Mega Knight Zap Archers Mini P.E.K.K.A Witch 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
Zap
Knight Prince
Zap Mega Knight
Zap Witch
Archers Witch
Zap
Zap
Mini P.E.K.K.A Prince
Zap Knight Prince
Zap Archers
Knight
Zap Prince
Zap Witch
Mega Knight
Mini P.E.K.K.A
Zap Archers Mini P.E.K.K.A Prince Mega Knight
Zap Witch Mega Knight
Prince Mega Knight
Prince
Zap
Zap Witch Mega Knight
Witch
Zap Witch
Zap Witch Prince Mega Knight
Zap
Zap Archers Witch
Zap Witch
Mini P.E.K.K.A
Zap Mega Knight
Zap
P.E.K.K.A Prince Mega Knight
Zap Archers Witch Prince
Zap Archers Witch
Knight Mini P.E.K.K.A Prince Mega Knight
Zap
Zap
Prince P.E.K.K.A Mega Knight
Zap Witch
Zap Witch
Zap Witch Prince Mega Knight

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