My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Archers Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Archers Wizard 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.

Rocket

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.

Rocket

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket 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.

Rocket 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.

Goblins Wizard

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblins Archers Cannon Wizard Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons Goblins Archers Cannon

Attack Synergies 0 5

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
Goblins
Archers
Archers
Goblins P.E.K.K.A Mega Knight
Cannon
Wizard
P.E.K.K.A Mega Knight
Rocket
P.E.K.K.A
Archers Wizard
Mega Knight
Archers Wizard

Defense Synergies 1 13

Skeletons
Cannon Archers Wizard P.E.K.K.A
Goblins
Archers Cannon Wizard
Archers
Skeletons Goblins Cannon P.E.K.K.A Mega Knight
Cannon
Skeletons Goblins Archers Wizard Rocket
Wizard
Skeletons Goblins Cannon P.E.K.K.A Mega Knight
Rocket
Cannon
P.E.K.K.A
Skeletons Archers Wizard
Mega Knight
Archers Wizard

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.

Rocket Cannon Wizard
P.E.K.K.A Skeletons Goblins Cannon Mega Knight
Cannon Rocket P.E.K.K.A Mega Knight Skeletons Goblins Archers
Cannon P.E.K.K.A Skeletons Goblins Mega Knight
Rocket P.E.K.K.A Mega Knight
Skeletons Goblins Archers Cannon Mega Knight
Rocket Archers Cannon Wizard
Rocket Cannon P.E.K.K.A Mega Knight
Cannon P.E.K.K.A Skeletons Goblins
Skeletons Goblins Archers Cannon Mega Knight
Goblins Archers Skeletons Cannon Wizard Mega Knight
Archers Wizard
Cannon P.E.K.K.A Mega Knight Skeletons Wizard Rocket
Wizard Rocket Mega Knight Goblins Cannon P.E.K.K.A
P.E.K.K.A Cannon Mega Knight
Rocket Cannon P.E.K.K.A Mega Knight
Wizard Mega Knight Skeletons Goblins Cannon P.E.K.K.A
Cannon Mega Knight Goblins Archers Wizard
Wizard Archers Cannon Mega Knight
P.E.K.K.A Cannon
Wizard Mega Knight Goblins Archers Cannon 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 Skeletons Goblins Archers P.E.K.K.A
Archers Wizard Rocket Mega Knight
P.E.K.K.A Mega Knight Skeletons Goblins Rocket
Rocket P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons Cannon Mega Knight
Wizard Rocket Skeletons Archers
Rocket P.E.K.K.A Skeletons Goblins Archers
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight Skeletons Goblins
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight Skeletons Cannon Wizard
Wizard Archers Cannon Mega Knight
Skeletons Goblins Archers Rocket P.E.K.K.A
Mega Knight Archers Cannon Wizard P.E.K.K.A
Cannon

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.)

Rocket
Rocket
Rocket
Wizard Rocket Mega Knight
Wizard Rocket
Archers Wizard
Wizard
Wizard
Rocket Goblins
Rocket Wizard
Archers Wizard Rocket
Rocket
Rocket
Rocket Wizard
Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Archers Wizard Mega Knight
Rocket Wizard Mega Knight
Rocket Mega Knight
Rocket Wizard
Rocket
Rocket
Wizard Mega Knight
Wizard
Wizard Mega Knight
Rocket
Archers Wizard
Rocket Wizard
Wizard Rocket Mega Knight
Rocket
P.E.K.K.A Mega Knight
Rocket Wizard
Archers Rocket
Rocket Archers Wizard
Wizard Rocket Mega Knight
Wizard
Rocket
P.E.K.K.A Mega Knight
Rocket
Rocket
Rocket Mega Knight
P.E.K.K.A
Wizard Rocket Mega Knight

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