My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker

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.

Firecracker Battle Ram Bowler P.E.K.K.A Goblinstein

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

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.

Battle Ram 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.

Firecracker

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
Cannon Battle Ram
Zap
Cannon Firecracker Battle Ram
Barbarian Barrel
Cannon Firecracker Battle Ram
The Log
Cannon Firecracker Battle Ram
Earthquake
Cannon Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram Bowler P.E.K.K.A
Fireball
Cannon Firecracker Battle Ram Bowler
Poison
Cannon Firecracker
Lightning
Cannon Battle Ram Bowler Goblinstein
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball Bowler

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 Bowler 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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Cannon Firecracker Fireball Battle Ram Bowler Goblinstein P.E.K.K.A

Shortest cycle

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

13 Arrows Cannon Firecracker Fireball

Attack Synergies 2 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 P.E.K.K.A Battle Ram Bowler
Cannon
Firecracker
Battle Ram Bowler P.E.K.K.A
Fireball
Arrows Battle Ram
Battle Ram
Arrows Firecracker Fireball P.E.K.K.A
Bowler
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Battle Ram
Goblinstein

Defense Synergies 0 8

Arrows
Cannon Fireball Bowler P.E.K.K.A
Cannon
Arrows Firecracker Fireball Bowler
Firecracker
Cannon P.E.K.K.A
Fireball
Arrows Cannon
Battle Ram
Bowler
Arrows Cannon
P.E.K.K.A
Arrows Firecracker
Goblinstein

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.

Bowler Cannon Firecracker Fireball
P.E.K.K.A Cannon Firecracker
Cannon Bowler P.E.K.K.A
Cannon P.E.K.K.A Firecracker Bowler
Arrows Firecracker Fireball Bowler P.E.K.K.A
Arrows Fireball Bowler Cannon Firecracker
Arrows Cannon Firecracker Fireball
Bowler Arrows Cannon Fireball P.E.K.K.A
Cannon P.E.K.K.A
Cannon Firecracker Bowler
Arrows Cannon Firecracker Fireball Bowler
Arrows Firecracker Fireball
Cannon Bowler P.E.K.K.A Fireball
Fireball Bowler Arrows Cannon Firecracker P.E.K.K.A
P.E.K.K.A Cannon
Cannon Fireball Bowler P.E.K.K.A
Arrows Cannon Firecracker Fireball Bowler P.E.K.K.A
Arrows Cannon Fireball Firecracker Bowler
Arrows Cannon Firecracker Fireball Bowler
P.E.K.K.A Cannon
Bowler Arrows Cannon Firecracker Fireball P.E.K.K.A

Counters to secondary win conditions

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

Fireball Bowler P.E.K.K.A
Fireball Arrows Firecracker Bowler
P.E.K.K.A Bowler
Bowler P.E.K.K.A Fireball
P.E.K.K.A Cannon Bowler
Arrows Firecracker Fireball
P.E.K.K.A Fireball Bowler
P.E.K.K.A
P.E.K.K.A Firecracker Fireball
P.E.K.K.A Cannon
P.E.K.K.A Bowler
P.E.K.K.A Arrows Fireball Bowler
Bowler P.E.K.K.A Cannon Fireball
Cannon Firecracker Fireball Bowler
Firecracker Fireball Bowler P.E.K.K.A
Arrows Bowler Cannon Firecracker Fireball P.E.K.K.A
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 Firecracker
Arrows Firecracker Fireball Bowler
Arrows Fireball
Arrows Firecracker Fireball
Fireball Arrows Firecracker Bowler
Arrows Firecracker Fireball
Arrows Firecracker Bowler
Arrows Fireball Firecracker Bowler
Arrows Fireball Firecracker
Fireball Bowler
Firecracker Arrows Fireball Bowler
Fireball Arrows Firecracker
Firecracker Fireball Bowler
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball Bowler
Arrows Firecracker Fireball Bowler
Arrows Fireball
Arrows Firecracker Fireball Bowler
Arrows Firecracker Fireball Bowler
Fireball Bowler
Arrows Fireball
Bowler
Arrows Fireball
Arrows Firecracker Fireball Bowler
Arrows Firecracker Fireball Bowler
Fireball Arrows Bowler
Fireball Arrows Firecracker
Arrows Firecracker Fireball
Firecracker Fireball
Fireball Bowler
Arrows Fireball
Arrows Firecracker Fireball
P.E.K.K.A
Arrows Firecracker Fireball Bowler
Fireball
Fireball Arrows Firecracker
Arrows Fireball
Fireball Firecracker Bowler
Arrows Firecracker Fireball Bowler
Arrows Fireball
Firecracker P.E.K.K.A
Firecracker Fireball Bowler
Firecracker Fireball
Firecracker Fireball Bowler
P.E.K.K.A
Fireball Firecracker Bowler

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