My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Mega Minion

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 Knight Mega Minion Giant

Offensive cards

Win conditions

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

Giant

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 Giant

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 Barbarians Mini P.E.K.K.A Giant

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
Archers Giant
Giant Snowball
Archers Barbarians Mega Minion
Zap
Archers
Barbarian Barrel
Archers Knight Barbarians
The Log
Archers Barbarians Mini P.E.K.K.A
Earthquake
Archers Barbarians
Arrows
Archers
Royal Delivery
Archers Knight Barbarians Mega Minion Mini P.E.K.K.A
Fireball
Archers Barbarians Mega Minion
Poison
Archers Barbarians Mega Minion
Lightning
Knight Mega Minion Mini P.E.K.K.A
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

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 Mega Minion Mini 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.

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.

Archers Arrows Knight Mega Minion Fireball Mini P.E.K.K.A Barbarians Giant

Shortest cycle

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

12 Archers Arrows Knight Mega Minion

Attack Synergies 6 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.

Archers
Knight Arrows Mini P.E.K.K.A Giant
Arrows
Fireball Giant Archers Knight Mega Minion Mini P.E.K.K.A
Knight
Archers Mega Minion Arrows Fireball
Barbarians
Mega Minion
Knight Giant Arrows Fireball
Fireball
Arrows Knight Mega Minion Giant
Mini P.E.K.K.A
Giant Archers Arrows
Giant
Arrows Mega Minion Mini P.E.K.K.A Archers Fireball

Defense Synergies 2 10

Archers
Knight Mega Minion Mini P.E.K.K.A
Arrows
Knight Barbarians Mega Minion Fireball Mini P.E.K.K.A
Knight
Archers Mega Minion Arrows Fireball Mini P.E.K.K.A
Barbarians
Arrows
Mega Minion
Knight Archers Arrows
Fireball
Arrows Knight Mini P.E.K.K.A
Mini P.E.K.K.A
Archers Arrows Knight Fireball
Giant

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.

Knight Mega Minion Fireball
Barbarians Mini P.E.K.K.A Knight Mega Minion
Barbarians Mini P.E.K.K.A Archers Knight Mega Minion
Barbarians Mini P.E.K.K.A Knight Mega Minion
Arrows Barbarians Fireball Mini P.E.K.K.A
Arrows Fireball Archers Mega Minion
Mega Minion Archers Arrows Fireball
Arrows Barbarians Fireball
Barbarians Mini P.E.K.K.A
Knight Archers Barbarians Mini P.E.K.K.A
Archers Barbarians Arrows Knight Mega Minion Fireball
Arrows Mega Minion Archers Fireball
Barbarians Mini P.E.K.K.A Knight Fireball
Fireball Arrows Barbarians Mega Minion Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Knight
Barbarians Fireball Mini P.E.K.K.A
Barbarians Arrows Knight Fireball Mini P.E.K.K.A
Arrows Fireball Archers Knight Barbarians Mega Minion
Arrows Archers Knight Barbarians Mega Minion Fireball
Barbarians Mini P.E.K.K.A
Archers Arrows Knight Barbarians Fireball Mini P.E.K.K.A
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 Barbarians Mini P.E.K.K.A Archers Fireball
Fireball Archers Arrows Knight Mega Minion Mini P.E.K.K.A
Barbarians Knight Mini P.E.K.K.A
Mini P.E.K.K.A Knight Barbarians Fireball
Barbarians Knight Mini P.E.K.K.A
Arrows Fireball Archers
Mini P.E.K.K.A Archers Knight Barbarians Mega Minion Fireball
Mini P.E.K.K.A Knight Barbarians
Knight Barbarians Mega Minion Fireball Mini P.E.K.K.A
Barbarians Mega Minion
Knight Barbarians Mega Minion Mini P.E.K.K.A
Arrows Barbarians Fireball
Barbarians Mini P.E.K.K.A Knight Fireball
Archers Barbarians Fireball
Barbarians Archers Knight Mega Minion Fireball Mini P.E.K.K.A
Arrows Archers Barbarians Mega Minion Fireball Mini P.E.K.K.A
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 Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Barbarians Fireball
Fireball Arrows
Arrows Fireball Mega Minion
Archers Arrows
Arrows Fireball
Arrows Fireball
Fireball Mini P.E.K.K.A
Arrows Knight Fireball
Fireball Archers Arrows
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Mini P.E.K.K.A
Archers Arrows Mega Minion Fireball Mini P.E.K.K.A
Arrows Fireball
Fireball
Arrows Fireball
Arrows Barbarians Fireball
Arrows Fireball
Mega Minion
Arrows Fireball
Fireball Arrows
Fireball Arrows
Archers Arrows Fireball
Mega Minion Fireball
Mega Minion Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Arrows Fireball
Archers Barbarians Fireball
Fireball Archers Arrows Mega Minion
Arrows Fireball
Fireball Knight Mega Minion Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Mega Minion
Fireball
Fireball
Fireball
Fireball

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