My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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.

Goblin Hut Wizard

Defensive buildings

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

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.

Knight Battle Ram Giant Goblin Hut Wizard

Offensive cards

Win conditions

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

Battle Ram 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.

Mini P.E.K.K.A Battle Ram 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 Battle Ram 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
Battle Ram Giant
Giant Snowball
Barbarians Battle Ram Goblin Hut
Zap
Battle Ram Goblin Hut
Barbarian Barrel
Knight Barbarians Battle Ram Goblin Hut Wizard
The Log
Barbarians Mini P.E.K.K.A Battle Ram Goblin Hut
Earthquake
Barbarians Goblin Hut
Arrows
Goblin Hut
Royal Delivery
Knight Barbarians Mini P.E.K.K.A Battle Ram Goblin Hut Wizard
Fireball
Barbarians Battle Ram Goblin Hut Wizard
Poison
Barbarians Goblin Hut Wizard
Lightning
Knight Mini P.E.K.K.A Battle Ram Goblin Hut Wizard
Rocket
Barbarians Goblin Hut Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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 Mini P.E.K.K.A Battle Ram

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Fireball Mini P.E.K.K.A Battle Ram Barbarians Giant Goblin Hut Wizard

Shortest cycle

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

15 Knight Fireball Mini P.E.K.K.A Battle Ram

Attack Synergies 2 10

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.

Knight
Battle Ram Fireball Goblin Hut Wizard
Barbarians
Fireball
Knight Battle Ram Giant
Mini P.E.K.K.A
Giant Goblin Hut Wizard
Battle Ram
Knight Fireball Goblin Hut
Giant
Mini P.E.K.K.A Fireball Goblin Hut Wizard
Goblin Hut
Knight Mini P.E.K.K.A Battle Ram Giant
Wizard
Knight Mini P.E.K.K.A Giant

Defense Synergies 0 9

Knight
Fireball Mini P.E.K.K.A Goblin Hut Wizard
Barbarians
Fireball
Knight Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A
Knight Fireball Goblin Hut Wizard
Battle Ram
Giant
Goblin Hut
Knight Fireball Mini P.E.K.K.A Wizard
Wizard
Knight Mini P.E.K.K.A Goblin Hut

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 Fireball Goblin Hut Wizard
Barbarians Mini P.E.K.K.A Knight Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Hut Knight
Barbarians Mini P.E.K.K.A Goblin Hut Knight
Barbarians Fireball Mini P.E.K.K.A
Fireball
Fireball Goblin Hut Wizard
Barbarians Fireball
Barbarians Mini P.E.K.K.A Goblin Hut
Knight Barbarians Mini P.E.K.K.A
Barbarians Knight Fireball Goblin Hut Wizard
Fireball Goblin Hut Wizard
Barbarians Mini P.E.K.K.A Goblin Hut Knight Fireball Wizard
Fireball Wizard Barbarians Mini P.E.K.K.A Goblin Hut
Barbarians Mini P.E.K.K.A Knight Goblin Hut
Barbarians Fireball Mini P.E.K.K.A Goblin Hut
Barbarians Wizard Knight Fireball Mini P.E.K.K.A Goblin Hut
Fireball Knight Barbarians Goblin Hut Wizard
Wizard Knight Barbarians Fireball Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Hut
Wizard Knight Barbarians Fireball 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 Fireball Goblin Hut
Fireball Knight Mini P.E.K.K.A Wizard
Barbarians Knight Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A Knight Barbarians Fireball
Barbarians Knight Mini P.E.K.K.A Goblin Hut
Fireball Wizard Goblin Hut
Mini P.E.K.K.A Knight Barbarians Fireball Goblin Hut
Mini P.E.K.K.A Knight Barbarians
Knight Barbarians Fireball Mini P.E.K.K.A Goblin Hut
Barbarians Goblin Hut
Knight Barbarians Mini P.E.K.K.A Goblin Hut
Barbarians Fireball
Barbarians Mini P.E.K.K.A Knight Fireball Wizard
Wizard Barbarians Fireball
Barbarians Goblin Hut Knight Fireball Mini P.E.K.K.A
Barbarians Fireball Mini P.E.K.K.A Goblin Hut Wizard
Fireball 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 Barbarians Fireball
Fireball Wizard
Fireball Wizard
Wizard
Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A
Knight Fireball Wizard
Fireball Wizard
Knight Fireball Goblin Hut
Fireball
Fireball Goblin Hut
Fireball Goblin Hut Wizard
Fireball Goblin Hut Wizard
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball
Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Goblin Hut Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball Goblin Hut
Fireball Wizard
Fireball
Fireball Knight Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball
Fireball Wizard

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