My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Witch

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 Witch P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Knight 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.

Goblin Barrel

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 Goblin Barrel Skeleton Army
Giant Snowball
Archers Goblin Barrel Skeleton Army Witch
Zap
Archers Goblin Barrel Skeleton Army Witch
Barbarian Barrel
Archers Knight Goblin Barrel Skeleton Army Witch
The Log
Archers Goblin Barrel Skeleton Army Witch
Earthquake
Archers Goblin Barrel Skeleton Army Witch
Arrows
Archers Goblin Barrel Skeleton Army Witch
Royal Delivery
Archers Knight Goblin Barrel Skeleton Army Witch P.E.K.K.A
Fireball
Archers Goblin Barrel Skeleton Army Witch
Poison
Archers Skeleton Army Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army 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 Goblin Barrel Skeleton Army

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 Goblin Barrel Witch

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.

Archers Arrows Knight Goblin Barrel Skeleton Army Fireball Witch P.E.K.K.A

Shortest cycle

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

12 Archers Arrows Knight Goblin Barrel

Attack Synergies 4 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 P.E.K.K.A
Arrows
Fireball P.E.K.K.A Archers Knight Goblin Barrel
Knight
Archers Goblin Barrel Arrows Fireball Witch
Fireball
Arrows Knight
Goblin Barrel
Knight Arrows Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
Witch
Knight P.E.K.K.A
P.E.K.K.A
Arrows Archers Goblin Barrel Witch

Defense Synergies 1 9

Archers
Knight Skeleton Army Witch P.E.K.K.A
Arrows
Knight Fireball P.E.K.K.A
Knight
Archers Arrows Fireball Skeleton Army Witch
Fireball
Arrows Knight
Goblin Barrel
Skeleton Army
Archers Knight
Witch
Archers Knight
P.E.K.K.A
Archers Arrows

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
Skeleton Army P.E.K.K.A Knight Witch
Skeleton Army Witch P.E.K.K.A Archers Knight
Skeleton Army Witch P.E.K.K.A Knight
Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army Archers
Archers Arrows Fireball Witch
Arrows Fireball P.E.K.K.A
Witch P.E.K.K.A Skeleton Army
Knight Skeleton Army Archers
Archers Skeleton Army Witch Arrows Knight Fireball
Arrows Archers Fireball Witch
Skeleton Army P.E.K.K.A Knight Fireball Witch
Fireball Skeleton Army Arrows Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army Fireball P.E.K.K.A
Arrows Knight Fireball Skeleton Army Witch P.E.K.K.A
Arrows Fireball Archers Knight Skeleton Army Witch
Arrows Witch Archers Knight Fireball
P.E.K.K.A
Skeleton Army Archers Arrows Knight Fireball Witch P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Archers Fireball Witch P.E.K.K.A
Fireball Archers Arrows Knight
Skeleton Army P.E.K.K.A Knight Witch
Skeleton Army P.E.K.K.A Knight Fireball
P.E.K.K.A Knight Skeleton Army Witch
Arrows Fireball Archers Witch
Skeleton Army P.E.K.K.A Archers Knight Fireball Witch
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Knight Fireball Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Knight Witch
Skeleton Army P.E.K.K.A Arrows Fireball
Skeleton Army P.E.K.K.A Knight Fireball Witch
Archers Fireball Skeleton Army Witch
Skeleton Army Witch Archers Knight Fireball P.E.K.K.A
Arrows Archers Fireball Witch 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 Fireball
Fireball Arrows
Arrows Fireball Witch
Archers Arrows Witch
Arrows Fireball
Arrows Fireball
Fireball
Arrows Knight Fireball
Fireball Archers Arrows
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Archers Arrows Fireball
Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Witch
Arrows Fireball Witch
Fireball Arrows Witch
Fireball Arrows
Archers Arrows Fireball Witch
Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Arrows Fireball
Archers Fireball Skeleton Army Witch
Fireball Archers Arrows Witch
Arrows Fireball
Fireball Knight
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Fireball Witch
Fireball Witch
Fireball Witch
P.E.K.K.A
Fireball

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