My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Archers Wizard

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.

Archers Royal Giant Wizard P.E.K.K.A Bandit Skeleton King

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Giant Snowball Poison

Punishments

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

Royal Giant Bandit

Pump responses

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

Poison

Dropped at the bridge

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

Royal Giant P.E.K.K.A Bandit Skeleton King

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.

Bandit

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
Archers Royal Giant Bandit Skeleton King
Giant Snowball
Archers Skeleton King
Zap
Archers Royal Giant Bandit Skeleton King
Barbarian Barrel
Archers Wizard Bandit Skeleton King
The Log
Archers Royal Giant Bandit Skeleton King
Earthquake
Archers Skeleton King
Arrows
Archers Skeleton King
Royal Delivery
Archers Wizard P.E.K.K.A Bandit Skeleton King
Fireball
Archers Wizard Bandit Skeleton King
Poison
Archers Wizard Skeleton King
Lightning
Wizard Bandit Skeleton King
Rocket
Wizard Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Wizard Poison Skeleton King

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.

Poison 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.

Royal Giant

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Archers Bandit Poison Skeleton King Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

12 Giant Snowball Archers Bandit Poison

Attack Synergies 3 12

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.

Giant Snowball
P.E.K.K.A Archers Royal Giant Poison Bandit
Archers
Giant Snowball Royal Giant P.E.K.K.A Bandit
Royal Giant
Poison Giant Snowball Archers Wizard Bandit Skeleton King
Wizard
Royal Giant P.E.K.K.A Bandit
Poison
Royal Giant P.E.K.K.A Giant Snowball
P.E.K.K.A
Giant Snowball Poison Archers Wizard
Bandit
Giant Snowball Archers Royal Giant Wizard
Skeleton King
Royal Giant

Defense Synergies 0 11

Giant Snowball
Archers Wizard Poison P.E.K.K.A Bandit
Archers
Giant Snowball P.E.K.K.A Bandit Skeleton King
Royal Giant
Wizard
Giant Snowball P.E.K.K.A Bandit Skeleton King
Poison
Giant Snowball
P.E.K.K.A
Giant Snowball Archers Wizard
Bandit
Giant Snowball Archers Wizard
Skeleton King
Archers 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.

Wizard
P.E.K.K.A Bandit
P.E.K.K.A Giant Snowball Archers Bandit
P.E.K.K.A Bandit Skeleton King
Poison P.E.K.K.A
Giant Snowball Archers Bandit
Giant Snowball Archers Wizard Poison
Poison P.E.K.K.A Bandit
P.E.K.K.A Skeleton King
Giant Snowball Archers Bandit
Archers Poison Giant Snowball Wizard Bandit Skeleton King
Giant Snowball Archers Wizard Poison
P.E.K.K.A Giant Snowball Wizard Bandit
Wizard Giant Snowball Poison P.E.K.K.A Skeleton King
P.E.K.K.A Bandit Skeleton King
Giant Snowball P.E.K.K.A Bandit
Wizard Poison P.E.K.K.A
Giant Snowball Archers Wizard Bandit
Giant Snowball Wizard Poison Archers Bandit
P.E.K.K.A
Wizard Giant Snowball Archers Poison P.E.K.K.A Bandit
P.E.K.K.A

Counters to secondary win conditions

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

Giant Snowball Archers P.E.K.K.A Bandit
Poison Bandit Giant Snowball Archers Wizard
P.E.K.K.A Bandit
P.E.K.K.A Bandit
P.E.K.K.A Bandit
Wizard Poison Giant Snowball Archers
P.E.K.K.A Archers Bandit
P.E.K.K.A
P.E.K.K.A Giant Snowball Poison Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Giant Snowball Poison
P.E.K.K.A Wizard Bandit Skeleton King
Wizard Archers
Archers Poison P.E.K.K.A Skeleton King
Poison Giant Snowball Archers Wizard P.E.K.K.A Skeleton King
Giant Snowball

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.)

Poison Bandit
Poison Giant Snowball Bandit
Poison Bandit
Poison
Wizard Poison Giant Snowball
Wizard Poison Giant Snowball
Archers Wizard Poison
Poison Giant Snowball Wizard
Poison Giant Snowball Wizard Bandit
Giant Snowball Poison
Poison Wizard Bandit
Poison Giant Snowball Archers Wizard
Poison Giant Snowball Bandit
Poison Bandit
Giant Snowball Poison
Giant Snowball Wizard Poison Bandit
Wizard Poison Bandit
Giant Snowball Poison
Giant Snowball Archers Wizard Poison Bandit
Giant Snowball Wizard Poison
Poison
Giant Snowball Wizard Poison
Giant Snowball Poison
Giant Snowball Poison Wizard
Poison Giant Snowball Wizard Bandit
Giant Snowball Wizard Poison Bandit
Poison Bandit
Poison Giant Snowball Archers Wizard
Giant Snowball Wizard Poison
Giant Snowball
Poison Giant Snowball Wizard Bandit
Giant Snowball Poison
P.E.K.K.A
Giant Snowball Wizard Poison
Archers Bandit
Poison Giant Snowball Archers Wizard
Poison Wizard
Giant Snowball Wizard Poison Skeleton King
Giant Snowball Poison
P.E.K.K.A
Giant Snowball Poison Skeleton King
Giant Snowball Poison
Poison Giant Snowball Bandit
P.E.K.K.A
Wizard

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