My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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!

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.

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 Fireball

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.

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Mini 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

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 Barbarians Fireball

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.

Arrows Knight Minions Fireball Mini P.E.K.K.A Goblin Cage Barbarians Giant

Shortest cycle

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

13 Arrows Knight Minions Fireball

Attack Synergies 5 7

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.

Arrows
Fireball Giant Knight Mini P.E.K.K.A
Knight
Minions Arrows Fireball
Minions
Knight Giant Mini P.E.K.K.A Goblin Cage
Barbarians
Fireball
Arrows Knight Giant
Mini P.E.K.K.A
Giant Arrows Minions
Goblin Cage
Minions Giant
Giant
Arrows Minions Mini P.E.K.K.A Fireball Goblin Cage

Defense Synergies 1 10

Arrows
Knight Barbarians Fireball Mini P.E.K.K.A
Knight
Minions Arrows Fireball Mini P.E.K.K.A Goblin Cage
Minions
Knight Goblin Cage
Barbarians
Arrows
Fireball
Arrows Knight Mini P.E.K.K.A Goblin Cage
Mini P.E.K.K.A
Arrows Knight Fireball
Goblin Cage
Knight Minions Fireball
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.

Knight Minions Fireball Goblin Cage
Barbarians Mini P.E.K.K.A Knight Minions Goblin Cage
Barbarians Mini P.E.K.K.A Goblin Cage Knight Minions
Barbarians Mini P.E.K.K.A Goblin Cage Knight Minions
Arrows Barbarians Fireball Mini P.E.K.K.A Goblin Cage
Arrows Fireball Minions
Minions Arrows Fireball Goblin Cage
Arrows Barbarians Fireball Goblin Cage
Barbarians Mini P.E.K.K.A Minions Goblin Cage
Knight Barbarians Mini P.E.K.K.A
Minions Barbarians Arrows Knight Fireball
Arrows Minions Fireball
Barbarians Mini P.E.K.K.A Goblin Cage Knight Minions Fireball
Fireball Arrows Minions Barbarians Mini P.E.K.K.A Goblin Cage
Barbarians Mini P.E.K.K.A Knight Goblin Cage
Barbarians Fireball Mini P.E.K.K.A Goblin Cage
Barbarians Arrows Knight Minions Fireball Mini P.E.K.K.A Goblin Cage
Arrows Fireball Goblin Cage Knight Minions Barbarians
Arrows Goblin Cage Knight Minions Barbarians Fireball
Barbarians Mini P.E.K.K.A Goblin Cage
Arrows Knight Minions Barbarians Fireball 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 Barbarians Mini P.E.K.K.A Fireball Goblin Cage
Fireball Arrows Knight Mini P.E.K.K.A
Barbarians Knight Minions Mini P.E.K.K.A Goblin Cage
Mini P.E.K.K.A Knight Barbarians Fireball Goblin Cage
Barbarians Knight Mini P.E.K.K.A Goblin Cage
Arrows Fireball Minions
Mini P.E.K.K.A Knight Minions Barbarians Fireball Goblin Cage
Mini P.E.K.K.A Knight Barbarians Goblin Cage
Goblin Cage Knight Minions Barbarians Fireball Mini P.E.K.K.A
Barbarians Goblin Cage
Knight Minions Barbarians Mini P.E.K.K.A Goblin Cage
Arrows Barbarians Fireball Goblin Cage
Barbarians Mini P.E.K.K.A Knight Fireball Goblin Cage
Barbarians Fireball Goblin Cage
Barbarians Knight Minions Fireball Mini P.E.K.K.A Goblin Cage
Arrows Minions Barbarians Fireball Mini P.E.K.K.A Goblin Cage
Arrows Fireball 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.)

Fireball Arrows Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Barbarians Fireball
Fireball Arrows
Arrows Fireball Minions
Arrows
Arrows Fireball
Arrows Fireball
Minions Fireball Mini P.E.K.K.A
Arrows Knight Fireball
Fireball Arrows
Knight Fireball
Arrows Minions Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Minions Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball
Minions Fireball
Arrows Fireball
Arrows Barbarians Fireball
Arrows Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Arrows Fireball
Minions Fireball
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Arrows Fireball
Minions Barbarians Fireball
Fireball Arrows
Arrows Fireball
Fireball Knight Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Minions Fireball
Fireball
Fireball
Fireball

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