My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

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.

Bomber Knight Wizard P.E.K.K.A

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.

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

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 Mini P.E.K.K.A 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.

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
Giant Snowball
Bomber Cannon
Zap
Bomber Cannon
Barbarian Barrel
Bomber Knight Cannon Wizard
The Log
Bomber Cannon Mini P.E.K.K.A
Earthquake
Bomber Cannon
Arrows
Bomber
Royal Delivery
Bomber Knight Mini P.E.K.K.A Wizard P.E.K.K.A
Fireball
Bomber Cannon Wizard
Poison
Bomber Cannon Wizard
Lightning
Knight Cannon Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Fireball Wizard

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 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.

Fireball 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Knight Cannon Fireball Mini P.E.K.K.A Wizard P.E.K.K.A

Shortest cycle

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

11 Bomber Arrows Knight Cannon

Attack Synergies 2 9

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.

Bomber
Knight Mini P.E.K.K.A P.E.K.K.A
Arrows
Fireball P.E.K.K.A Knight Mini P.E.K.K.A
Knight
Bomber Arrows Fireball Wizard
Cannon
Fireball
Arrows Knight
Mini P.E.K.K.A
Bomber Arrows Wizard
Wizard
Knight Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Arrows Bomber Wizard

Defense Synergies 2 17

Bomber
Knight Cannon Mini P.E.K.K.A P.E.K.K.A
Arrows
Knight Cannon Fireball Mini P.E.K.K.A P.E.K.K.A
Knight
Bomber Cannon Arrows Fireball Mini P.E.K.K.A Wizard
Cannon
Knight Bomber Arrows Fireball Mini P.E.K.K.A Wizard
Fireball
Arrows Knight Cannon Mini P.E.K.K.A
Mini P.E.K.K.A
Bomber Arrows Knight Cannon Fireball Wizard
Wizard
Knight Cannon Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Bomber Arrows 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.

Bomber Knight Cannon Fireball Wizard
Mini P.E.K.K.A P.E.K.K.A Knight Cannon
Cannon Mini P.E.K.K.A P.E.K.K.A Bomber Knight
Cannon Mini P.E.K.K.A P.E.K.K.A Knight
Bomber Arrows Fireball Mini P.E.K.K.A P.E.K.K.A
Arrows Fireball Bomber Cannon
Arrows Cannon Fireball Wizard
Arrows Cannon Fireball P.E.K.K.A
Cannon Mini P.E.K.K.A P.E.K.K.A
Knight Bomber Cannon Mini P.E.K.K.A
Bomber Arrows Knight Cannon Fireball Wizard
Arrows Fireball Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A Bomber Knight Fireball Wizard
Bomber Fireball Wizard Arrows Cannon Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Knight Cannon
Cannon Fireball Mini P.E.K.K.A P.E.K.K.A
Wizard Bomber Arrows Knight Cannon Fireball Mini P.E.K.K.A P.E.K.K.A
Arrows Cannon Fireball Bomber Knight Wizard
Arrows Wizard Bomber Knight Cannon Fireball
Mini P.E.K.K.A P.E.K.K.A Cannon
Bomber Wizard Arrows Knight Cannon Fireball Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Cannon 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 Fireball P.E.K.K.A
Fireball Bomber Arrows Knight Mini P.E.K.K.A Wizard
P.E.K.K.A Knight Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Knight Fireball
P.E.K.K.A Knight Cannon Mini P.E.K.K.A
Arrows Fireball Wizard
Mini P.E.K.K.A P.E.K.K.A Knight Fireball
Mini P.E.K.K.A P.E.K.K.A Knight
P.E.K.K.A Knight Fireball Mini P.E.K.K.A
P.E.K.K.A Cannon
P.E.K.K.A Knight Mini P.E.K.K.A
P.E.K.K.A Arrows Fireball
Mini P.E.K.K.A P.E.K.K.A Knight Cannon Fireball Wizard
Wizard Bomber Cannon Fireball
Bomber Knight Fireball Mini P.E.K.K.A P.E.K.K.A
Arrows Bomber Cannon Fireball Mini P.E.K.K.A Wizard P.E.K.K.A
Bomber Arrows Cannon 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 Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball
Bomber Fireball Wizard Arrows
Arrows Fireball Wizard
Bomber Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Mini P.E.K.K.A
Arrows Knight Fireball Wizard
Fireball Arrows Wizard
Knight Fireball
Arrows Fireball
Arrows Fireball
Bomber Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Bomber Mini P.E.K.K.A
Bomber Arrows Fireball Mini P.E.K.K.A Wizard
Bomber Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Bomber Fireball Wizard
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A
Bomber Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Fireball
Fireball Arrows Wizard
Arrows Fireball
Fireball Knight Mini P.E.K.K.A Wizard
Arrows Bomber Fireball Wizard
Arrows Fireball
P.E.K.K.A
Fireball
Fireball
Fireball
P.E.K.K.A
Fireball Wizard

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