My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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 Minions Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage Goblin Hut

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 Goblin Cage Giant Goblin Hut P.E.K.K.A

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.

Fireball

Punishments

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

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 Giant 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 Minions Giant
Giant Snowball
Archers Minions Goblin Hut
Zap
Archers Minions Goblin Hut
Barbarian Barrel
Archers Knight Goblin Cage Goblin Hut
The Log
Archers Goblin Cage Goblin Hut
Earthquake
Archers Goblin Cage Goblin Hut
Arrows
Archers Minions Goblin Hut
Royal Delivery
Archers Knight Minions Goblin Cage Goblin Hut P.E.K.K.A
Fireball
Archers Minions Goblin Cage Goblin Hut
Poison
Archers Minions Goblin Cage Goblin Hut
Lightning
Knight Goblin Cage Goblin Hut
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight 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.

Minions 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 Knight Minions Fireball Goblin Cage Giant Goblin Hut P.E.K.K.A

Shortest cycle

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

13 Archers Knight Minions Fireball

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.

Archers
Knight Goblin Cage Giant Goblin Hut P.E.K.K.A
Knight
Archers Minions Fireball Goblin Hut
Minions
Knight Giant Goblin Cage P.E.K.K.A
Fireball
Knight Giant
Goblin Cage
Archers Minions Giant Goblin Hut
Giant
Minions Archers Fireball Goblin Cage Goblin Hut
Goblin Hut
Archers Knight Goblin Cage Giant
P.E.K.K.A
Archers Minions

Defense Synergies 2 11

Archers
Knight Minions Goblin Cage Goblin Hut P.E.K.K.A
Knight
Archers Minions Fireball Goblin Cage Goblin Hut
Minions
Knight Archers Goblin Cage P.E.K.K.A
Fireball
Knight Goblin Cage Goblin Hut
Goblin Cage
Archers Knight Minions Fireball
Giant
Goblin Hut
Archers Knight Fireball
P.E.K.K.A
Archers Minions

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 Minions Fireball Goblin Cage Goblin Hut
P.E.K.K.A Knight Minions Goblin Cage Goblin Hut
Goblin Cage Goblin Hut P.E.K.K.A Archers Knight Minions
Goblin Cage Goblin Hut P.E.K.K.A Knight Minions
Fireball Goblin Cage P.E.K.K.A
Fireball Archers Minions
Minions Archers Fireball Goblin Cage Goblin Hut
Fireball Goblin Cage P.E.K.K.A
P.E.K.K.A Minions Goblin Cage Goblin Hut
Knight Archers
Archers Minions Knight Fireball Goblin Hut
Minions Archers Fireball Goblin Hut
Goblin Cage Goblin Hut P.E.K.K.A Knight Minions Fireball
Fireball Minions Goblin Cage Goblin Hut P.E.K.K.A
P.E.K.K.A Knight Goblin Cage Goblin Hut
Fireball Goblin Cage Goblin Hut P.E.K.K.A
Knight Minions Fireball Goblin Cage Goblin Hut P.E.K.K.A
Fireball Goblin Cage Archers Knight Minions Goblin Hut
Goblin Cage Archers Knight Minions Fireball Goblin Hut
P.E.K.K.A Goblin Cage Goblin Hut
Archers Knight Minions Fireball P.E.K.K.A

Counters to secondary win conditions

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

Knight Archers Fireball Goblin Cage Goblin Hut P.E.K.K.A
Fireball Archers Knight
P.E.K.K.A Knight Minions Goblin Cage Goblin Hut
P.E.K.K.A Knight Fireball Goblin Cage
P.E.K.K.A Knight Goblin Cage Goblin Hut
Fireball Archers Minions Goblin Hut
P.E.K.K.A Archers Knight Minions Fireball Goblin Cage Goblin Hut
P.E.K.K.A Knight Goblin Cage
Goblin Cage P.E.K.K.A Knight Minions Fireball Goblin Hut
P.E.K.K.A Goblin Cage Goblin Hut
P.E.K.K.A Knight Minions Goblin Cage Goblin Hut
P.E.K.K.A Fireball Goblin Cage
P.E.K.K.A Knight Fireball Goblin Cage
Archers Fireball Goblin Cage
Goblin Hut Archers Knight Minions Fireball Goblin Cage P.E.K.K.A
Minions Archers Fireball Goblin Cage Goblin Hut P.E.K.K.A
Fireball Goblin Cage Goblin Hut

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 Knight
Fireball
Fireball Goblin Hut
Knight Fireball
Fireball
Fireball Minions
Archers
Fireball
Fireball
Minions Fireball
Knight Fireball
Fireball Archers
Knight Fireball Goblin Hut
Minions Fireball
Fireball Goblin Hut
Fireball Goblin Hut
Fireball Goblin Hut
Fireball
Minions
Archers Fireball
Fireball
Minions Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Archers Fireball
Minions Fireball Goblin Hut
Fireball
Fireball
Fireball
P.E.K.K.A
Fireball
Archers Minions Fireball Goblin Hut
Fireball Archers
Fireball
Fireball Knight
Fireball
Fireball
P.E.K.K.A
Minions Fireball
Fireball
Fireball

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