My Best Clash Royale Deck

Deck Check Rating

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

1 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions

Defensive buildings

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

Goblin Cage

Investments

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

Bomber Knight Goblin Cage Giant

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

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 Giant

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.

Goblins Knight Mini P.E.K.K.A Giant

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
Bomber Minions Giant
Giant Snowball
Goblins Bomber Minions
Zap
Goblins Bomber Minions
Barbarian Barrel
Goblins Bomber Knight Goblin Cage
The Log
Goblins Bomber Mini P.E.K.K.A Goblin Cage
Earthquake
Bomber Goblin Cage
Arrows
Goblins Bomber Minions
Royal Delivery
Goblins Bomber Knight Minions Mini P.E.K.K.A Goblin Cage
Fireball
Bomber Minions Goblin Cage
Poison
Bomber Minions Goblin Cage
Lightning
Knight Mini P.E.K.K.A Goblin Cage
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows

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 Knight Mini P.E.K.K.A

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 Minions

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bomber Arrows Knight Minions Mini P.E.K.K.A Goblin Cage Giant

Shortest cycle

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

10 Goblins Bomber Arrows Knight

Attack Synergies 5 10

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.

Goblins
Giant
Bomber
Giant Knight Minions Mini P.E.K.K.A Goblin Cage
Arrows
Giant Knight Mini P.E.K.K.A
Knight
Minions Bomber Arrows
Minions
Knight Giant Bomber Mini P.E.K.K.A Goblin Cage
Mini P.E.K.K.A
Giant Bomber Arrows Minions
Goblin Cage
Bomber Minions Giant
Giant
Bomber Arrows Minions Mini P.E.K.K.A Goblins Goblin Cage

Defense Synergies 2 10

Goblins
Bomber Knight Goblin Cage
Bomber
Knight Goblins Mini P.E.K.K.A Goblin Cage
Arrows
Knight Mini P.E.K.K.A
Knight
Bomber Minions Goblins Arrows Mini P.E.K.K.A Goblin Cage
Minions
Knight Goblin Cage
Mini P.E.K.K.A
Bomber Arrows Knight
Goblin Cage
Goblins Bomber Knight Minions
Giant

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.

Bomber Knight Minions Goblin Cage
Mini P.E.K.K.A Goblins Knight Minions Goblin Cage
Mini P.E.K.K.A Goblin Cage Goblins Bomber Knight Minions
Mini P.E.K.K.A Goblin Cage Goblins Knight Minions
Bomber Arrows Mini P.E.K.K.A Goblin Cage
Arrows Goblins Bomber Minions
Minions Arrows Goblin Cage
Arrows Goblin Cage
Mini P.E.K.K.A Goblins Minions Goblin Cage
Knight Goblins Bomber Mini P.E.K.K.A
Goblins Minions Bomber Arrows Knight
Arrows Minions
Mini P.E.K.K.A Goblin Cage Bomber Knight Minions
Bomber Goblins Arrows Minions Mini P.E.K.K.A Goblin Cage
Mini P.E.K.K.A Knight Goblin Cage
Mini P.E.K.K.A Goblin Cage
Goblins Bomber Arrows Knight Minions Mini P.E.K.K.A Goblin Cage
Arrows Goblin Cage Goblins Bomber Knight Minions
Arrows Goblin Cage Bomber Knight Minions
Mini P.E.K.K.A Goblin Cage
Bomber Goblins Arrows Knight Minions Mini P.E.K.K.A
Mini 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 Goblins Goblin Cage
Bomber Arrows Knight Mini P.E.K.K.A
Goblins Knight Minions Mini P.E.K.K.A Goblin Cage
Mini P.E.K.K.A Knight Goblin Cage
Knight Mini P.E.K.K.A Goblin Cage
Arrows Minions
Mini P.E.K.K.A Goblins Knight Minions Goblin Cage
Mini P.E.K.K.A Knight Goblin Cage
Goblin Cage Goblins Knight Minions Mini P.E.K.K.A
Goblin Cage
Knight Minions Mini P.E.K.K.A Goblin Cage
Arrows Goblin Cage
Mini P.E.K.K.A Knight Goblin Cage
Bomber Goblin Cage
Goblins Bomber Knight Minions Mini P.E.K.K.A Goblin Cage
Arrows Minions Bomber Mini P.E.K.K.A Goblin Cage
Bomber Arrows Goblin Cage

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 Knight
Arrows
Arrows
Arrows Knight
Bomber Arrows
Arrows Minions
Bomber Arrows
Arrows
Arrows
Goblins Minions Mini P.E.K.K.A
Arrows Knight
Arrows
Knight
Arrows Minions
Arrows
Bomber Arrows
Arrows
Arrows
Bomber Minions Mini P.E.K.K.A
Bomber Arrows Mini P.E.K.K.A
Bomber Arrows
Minions
Arrows
Arrows
Arrows Bomber
Arrows
Arrows
Arrows
Arrows
Minions
Mini P.E.K.K.A
Bomber Arrows
Arrows
Arrows
Minions
Arrows
Arrows
Knight Mini P.E.K.K.A
Arrows Bomber
Arrows
Minions

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