My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Missing

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.

Battle Ram P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Fireball The Log

Punishments

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

Battle Ram

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.

Goblins Barbarians Battle Ram 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
Battle Ram
Giant Snowball
Goblins Barbarians Battle Ram
Zap
Goblins Battle Ram
Barbarian Barrel
Goblins Barbarians Battle Ram
The Log
Goblins Barbarians Battle Ram
Earthquake
Barbarians
Arrows
Goblins
Royal Delivery
Goblins Barbarians Battle Ram P.E.K.K.A
Fireball
Barbarians Battle Ram
Poison
Barbarians
Lightning
Battle Ram
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 The Log

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 Battle Ram 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.

Goblins 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.

Goblins Berserker The Log Arrows Fireball Battle Ram Barbarians P.E.K.K.A

Shortest cycle

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

9 Goblins Berserker The Log Arrows

Attack Synergies 3 6

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
Battle Ram
Berserker
Arrows
Fireball P.E.K.K.A Battle Ram
Barbarians
Fireball
Arrows Battle Ram The Log
Battle Ram
The Log Goblins Arrows Fireball P.E.K.K.A
P.E.K.K.A
Arrows Battle Ram The Log
The Log
Battle Ram Fireball P.E.K.K.A

Defense Synergies 2 4

Goblins
The Log
Berserker
Arrows
Barbarians Fireball P.E.K.K.A
Barbarians
Arrows
Fireball
The Log Arrows
Battle Ram
P.E.K.K.A
The Log Arrows
The Log
Fireball P.E.K.K.A Goblins

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.

Fireball The Log
Barbarians P.E.K.K.A Goblins The Log
Barbarians P.E.K.K.A Goblins
Barbarians P.E.K.K.A Goblins
Arrows Barbarians Fireball P.E.K.K.A The Log
Arrows Fireball The Log Goblins
Arrows Fireball
Arrows Barbarians Fireball P.E.K.K.A The Log
Barbarians P.E.K.K.A Goblins
Goblins Barbarians
Goblins Berserker Barbarians Arrows Fireball The Log
Arrows Fireball
Barbarians P.E.K.K.A Fireball The Log
Fireball Goblins Arrows Barbarians P.E.K.K.A The Log
Barbarians P.E.K.K.A
Barbarians Fireball P.E.K.K.A The Log
Barbarians Goblins Arrows Fireball P.E.K.K.A
Arrows Fireball Goblins Barbarians The Log
Arrows The Log Barbarians Fireball
Barbarians P.E.K.K.A
Goblins Arrows Barbarians Fireball P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Goblins Fireball P.E.K.K.A
Fireball Arrows The Log
Barbarians P.E.K.K.A Goblins The Log
P.E.K.K.A Barbarians Fireball The Log
Barbarians P.E.K.K.A
Arrows Fireball
P.E.K.K.A Goblins Barbarians Fireball
P.E.K.K.A Barbarians
P.E.K.K.A Goblins Barbarians Fireball The Log
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Arrows Barbarians Fireball The Log
Barbarians P.E.K.K.A Fireball
Barbarians Fireball
Barbarians Goblins Fireball P.E.K.K.A The Log
Arrows Barbarians Fireball P.E.K.K.A The Log
Arrows 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 Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Barbarians Fireball The Log
Fireball Arrows The Log
Arrows Fireball
Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Goblins Fireball
Arrows Fireball The Log
Fireball Arrows
Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Barbarians Fireball The Log
Arrows The Log Fireball
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Arrows Fireball
Fireball
Fireball
Arrows Fireball The Log
Arrows Fireball
P.E.K.K.A
Arrows Fireball The Log
Barbarians Fireball
Fireball Arrows
Arrows The Log Fireball
Fireball
Arrows The Log Fireball
Arrows Fireball
P.E.K.K.A
Fireball The Log
Fireball
Fireball The Log
P.E.K.K.A
Fireball

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