My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

P.E.K.K.A Mega Knight Goblinstein

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.

Zap Arrows Barbarian Barrel Rage

Punishments

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

Mega Knight

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.

Barbarian Barrel P.E.K.K.A Mega Knight

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
Giant Snowball
Zap
Barbarian Barrel
The Log
Earthquake
Arrows
Royal Delivery
P.E.K.K.A
Fireball
Poison
Lightning
Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Barbarian Barrel Mega Knight

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 Rage P.E.K.K.A Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Barbarian Barrel Rage Arrows Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

6 Mirror Zap Barbarian Barrel Rage

Attack Synergies 6 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.

Zap
Arrows Mirror P.E.K.K.A Barbarian Barrel Mega Knight
Arrows
Zap Mirror P.E.K.K.A Mega Knight
Mirror
Zap Arrows Barbarian Barrel
Barbarian Barrel
Zap Mirror P.E.K.K.A Mega Knight
Rage
P.E.K.K.A
Zap Arrows Goblinstein Barbarian Barrel
Mega Knight
Zap Arrows Barbarian Barrel
Goblinstein
P.E.K.K.A

Defense Synergies 6 8

Zap
Mirror Mega Knight Arrows Barbarian Barrel P.E.K.K.A
Arrows
Mirror Mega Knight Zap Barbarian Barrel P.E.K.K.A
Mirror
Zap Arrows Barbarian Barrel Mega Knight
Barbarian Barrel
Mirror Zap Arrows P.E.K.K.A Mega Knight
Rage
P.E.K.K.A
Goblinstein Zap Arrows Barbarian Barrel
Mega Knight
Zap Arrows Mirror Barbarian Barrel
Goblinstein
P.E.K.K.A

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.

Zap Barbarian Barrel
P.E.K.K.A Zap Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Arrows Barbarian Barrel P.E.K.K.A Mega Knight
Arrows Barbarian Barrel Zap Mega Knight
Zap Arrows
Zap Arrows Barbarian Barrel P.E.K.K.A Mega Knight
P.E.K.K.A
Barbarian Barrel Mega Knight
Zap Arrows Barbarian Barrel Mega Knight
Arrows Zap
P.E.K.K.A Mega Knight Zap
Mega Knight Zap Arrows Barbarian Barrel P.E.K.K.A
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Goblinstein
Mega Knight Arrows P.E.K.K.A
Arrows Mega Knight Zap Barbarian Barrel
Zap Arrows Barbarian Barrel Mega Knight
P.E.K.K.A
Mega Knight Arrows Barbarian Barrel P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap Barbarian Barrel P.E.K.K.A
Zap Arrows Barbarian Barrel Mega Knight
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Zap Barbarian Barrel
P.E.K.K.A Mega Knight
Arrows Goblinstein Zap
P.E.K.K.A
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Goblinstein Barbarian Barrel
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight
Mega Knight
Zap Barbarian Barrel P.E.K.K.A Goblinstein
Arrows Mega Knight Zap Barbarian Barrel P.E.K.K.A
Zap Arrows

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 Barbarian Barrel
Arrows Zap Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Zap Arrows Barbarian Barrel Mega Knight Goblinstein
Arrows Goblinstein Zap
Arrows
Arrows Zap Barbarian Barrel
Arrows Zap
Zap Arrows Barbarian Barrel
Zap Arrows
Barbarian Barrel
Arrows Barbarian Barrel
Zap Arrows Barbarian Barrel
Zap Arrows Barbarian Barrel
Arrows Barbarian Barrel Mega Knight
Arrows Barbarian Barrel
Zap Arrows Barbarian Barrel Mega Knight
Zap Arrows Barbarian Barrel Mega Knight
Mega Knight
Arrows
Zap Arrows Barbarian Barrel
Zap Arrows Barbarian Barrel Mega Knight Goblinstein
Arrows Zap Barbarian Barrel
Zap Arrows Mega Knight
Zap Arrows Barbarian Barrel
Zap Arrows
Zap Goblinstein
Zap Arrows Mega Knight
Zap Arrows
P.E.K.K.A Mega Knight
Arrows
Zap Barbarian Barrel Goblinstein
Zap Arrows
Arrows Barbarian Barrel
Mega Knight
Arrows Zap
Zap Arrows
P.E.K.K.A Mega Knight
Zap
Zap
Zap Barbarian Barrel Mega Knight
P.E.K.K.A
Mega Knight

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