My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Minions Flying Machine 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.

Knight Flying Machine Witch P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

Dropped at the bridge

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

Knight Flying Machine P.E.K.K.A

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.

Goblin Barrel

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
Minions Goblin Barrel Guards
Giant Snowball
Minions Flying Machine Goblin Barrel Guards Witch
Zap
Minions Flying Machine Goblin Barrel Guards Witch
Barbarian Barrel
Knight Goblin Barrel Guards Witch
The Log
Goblin Barrel Guards Witch
Earthquake
Goblin Barrel Guards Witch
Arrows
Minions Flying Machine Goblin Barrel Guards Witch
Royal Delivery
Knight Minions Flying Machine Goblin Barrel Guards Witch P.E.K.K.A
Fireball
Minions Flying Machine Goblin Barrel Witch
Poison
Minions Flying Machine Guards Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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 Guards P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball Goblin Barrel

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.

Minions Fireball Goblin Barrel 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.

Knight Minions Goblin Barrel Guards Fireball Flying Machine Witch P.E.K.K.A

Shortest cycle

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

12 Knight Minions Goblin Barrel Guards

Attack Synergies 2 8

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.

Knight
Minions Goblin Barrel Fireball Flying Machine Witch
Minions
Knight P.E.K.K.A
Fireball
Knight
Flying Machine
Knight P.E.K.K.A
Goblin Barrel
Knight Guards P.E.K.K.A
Guards
Goblin Barrel
Witch
Knight P.E.K.K.A
P.E.K.K.A
Minions Flying Machine Goblin Barrel Witch

Defense Synergies 1 8

Knight
Minions Fireball Flying Machine Witch
Minions
Knight Flying Machine P.E.K.K.A
Fireball
Knight
Flying Machine
Knight Minions Guards P.E.K.K.A
Goblin Barrel
Guards
Flying Machine Witch
Witch
Knight Guards
P.E.K.K.A
Minions Flying Machine

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.

Knight Minions Fireball Flying Machine
P.E.K.K.A Knight Minions Flying Machine Witch
Witch P.E.K.K.A Knight Minions
Witch P.E.K.K.A Knight Minions Guards
Fireball P.E.K.K.A
Fireball Minions Flying Machine Guards
Minions Fireball Flying Machine Witch
Fireball Flying Machine P.E.K.K.A
Witch P.E.K.K.A Minions
Knight Guards
Minions Guards Witch Knight Fireball Flying Machine
Minions Fireball Flying Machine Witch
P.E.K.K.A Knight Minions Fireball Flying Machine Guards Witch
Fireball Minions Guards Witch P.E.K.K.A
P.E.K.K.A Knight
Fireball P.E.K.K.A
Knight Minions Fireball Witch P.E.K.K.A
Fireball Knight Minions Flying Machine Guards Witch
Witch Knight Minions Fireball Flying Machine Guards
P.E.K.K.A
Knight Minions Fireball Flying Machine Guards Witch P.E.K.K.A
P.E.K.K.A Guards

Counters to secondary win conditions

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

Knight Guards Fireball Witch P.E.K.K.A
Fireball Knight Flying Machine
Guards P.E.K.K.A Knight Minions Witch
Guards P.E.K.K.A Knight Fireball
P.E.K.K.A Knight Guards Witch
Fireball Minions Flying Machine Witch
Guards P.E.K.K.A Knight Minions Fireball Flying Machine Witch
P.E.K.K.A Knight
P.E.K.K.A Knight Minions Fireball Flying Machine Witch
Witch P.E.K.K.A Guards
P.E.K.K.A Knight Minions Flying Machine Guards Witch
P.E.K.K.A Fireball Guards
P.E.K.K.A Knight Fireball Guards Witch
Fireball Flying Machine Witch
Guards Witch Knight Minions Fireball Flying Machine P.E.K.K.A
Minions Fireball Flying Machine Witch P.E.K.K.A
Fireball

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.)

Fireball Knight Flying Machine Guards
Fireball Flying Machine
Fireball Flying Machine
Knight Fireball Flying Machine Guards
Fireball
Fireball Minions Flying Machine Witch
Flying Machine Witch
Fireball Flying Machine
Fireball Flying Machine
Minions Fireball Guards
Knight Fireball Flying Machine
Fireball Flying Machine
Flying Machine Knight Fireball
Minions Fireball Flying Machine
Fireball Flying Machine
Fireball Flying Machine Witch
Fireball Flying Machine
Fireball
Minions
Fireball Flying Machine
Fireball Flying Machine Witch
Minions Fireball
Fireball
Fireball Flying Machine
Fireball Witch
Witch
Fireball Flying Machine Witch
Fireball Flying Machine Witch
Fireball
Fireball Flying Machine Witch
Minions Fireball Flying Machine Guards Witch
Fireball
Fireball
Fireball
P.E.K.K.A
Fireball
Minions Fireball Flying Machine Guards Witch
Fireball Flying Machine Witch
Fireball
Fireball Knight Flying Machine
Fireball Flying Machine
Fireball
Flying Machine P.E.K.K.A
Minions Fireball Flying Machine Guards Witch
Fireball Flying Machine Witch
Fireball Flying Machine Witch
P.E.K.K.A
Fireball

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