My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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 Firecracker

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 Firecracker Battle Ram P.E.K.K.A Bandit

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 Bandit

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 Battle Ram P.E.K.K.A Bandit

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 Bandit

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 Battle Ram Bandit
Giant Snowball
Archers Battle Ram
Zap
Archers Firecracker Battle Ram Bandit
Barbarian Barrel
Archers Knight Firecracker Battle Ram Bandit
The Log
Archers Firecracker Battle Ram Bandit
Earthquake
Archers Firecracker
Arrows
Archers Firecracker
Royal Delivery
Archers Knight Firecracker Battle Ram P.E.K.K.A Bandit
Fireball
Archers Firecracker Battle Ram Bandit
Poison
Archers Firecracker
Lightning
Knight Battle Ram Bandit
Rocket

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

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 Battle Ram 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.

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 Firecracker Bandit Fireball Battle Ram P.E.K.K.A

Shortest cycle

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

12 Archers Arrows Knight Firecracker

Attack Synergies 6 13

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 Battle Ram P.E.K.K.A Bandit
Arrows
Fireball P.E.K.K.A Archers Knight Battle Ram Bandit
Knight
Archers Firecracker Battle Ram Arrows Fireball
Firecracker
Knight Battle Ram P.E.K.K.A Bandit
Fireball
Arrows Knight Battle Ram
Battle Ram
Knight Bandit Archers Arrows Firecracker Fireball P.E.K.K.A
P.E.K.K.A
Arrows Archers Firecracker Battle Ram
Bandit
Battle Ram Archers Arrows Firecracker

Defense Synergies 2 11

Archers
Knight Firecracker P.E.K.K.A Bandit
Arrows
Knight Fireball P.E.K.K.A Bandit
Knight
Archers Firecracker Arrows Fireball
Firecracker
Knight Archers P.E.K.K.A Bandit
Fireball
Arrows Knight Bandit
Battle Ram
P.E.K.K.A
Archers Arrows Firecracker
Bandit
Archers Arrows Firecracker Fireball

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 Firecracker Fireball
P.E.K.K.A Knight Firecracker Bandit
P.E.K.K.A Archers Knight Bandit
P.E.K.K.A Knight Firecracker Bandit
Arrows Firecracker Fireball P.E.K.K.A
Arrows Fireball Archers Firecracker Bandit
Archers Arrows Firecracker Fireball
Arrows Fireball P.E.K.K.A Bandit
P.E.K.K.A
Knight Archers Firecracker Bandit
Archers Arrows Knight Firecracker Fireball Bandit
Arrows Archers Firecracker Fireball
P.E.K.K.A Knight Fireball Bandit
Fireball Arrows Firecracker P.E.K.K.A
P.E.K.K.A Knight Bandit
Fireball P.E.K.K.A Bandit
Arrows Knight Firecracker Fireball P.E.K.K.A
Arrows Fireball Archers Knight Firecracker Bandit
Arrows Archers Knight Firecracker Fireball Bandit
P.E.K.K.A
Archers Arrows Knight Firecracker Fireball P.E.K.K.A Bandit
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 P.E.K.K.A Bandit
Fireball Bandit Archers Arrows Knight Firecracker
P.E.K.K.A Bandit Knight
P.E.K.K.A Knight Fireball Bandit
P.E.K.K.A Knight Bandit
Arrows Firecracker Fireball Archers
P.E.K.K.A Archers Knight Fireball Bandit
P.E.K.K.A Knight
P.E.K.K.A Knight Firecracker Fireball Bandit
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Arrows Fireball
P.E.K.K.A Knight Fireball Bandit
Archers Firecracker Fireball
Archers Knight Firecracker Fireball P.E.K.K.A
Arrows Archers Firecracker Fireball 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 Firecracker Bandit
Arrows Firecracker Fireball Bandit
Arrows Fireball Bandit
Arrows Knight Firecracker Fireball
Fireball Arrows Firecracker
Arrows Firecracker Fireball
Archers Arrows Firecracker
Arrows Fireball Firecracker
Arrows Fireball Firecracker Bandit
Fireball
Firecracker Arrows Knight Fireball Bandit
Fireball Archers Arrows Firecracker
Knight Firecracker Fireball Bandit
Arrows Firecracker Fireball Bandit
Arrows Firecracker Fireball
Arrows Firecracker Fireball Bandit
Arrows Firecracker Fireball Bandit
Arrows Fireball
Archers Arrows Firecracker Fireball Bandit
Arrows Firecracker Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball Bandit
Fireball Arrows Bandit
Fireball Arrows Firecracker Bandit
Archers Arrows Firecracker Fireball
Firecracker Fireball
Fireball
Arrows Fireball Bandit
Arrows Firecracker Fireball
P.E.K.K.A
Arrows Firecracker Fireball
Archers Fireball Bandit
Fireball Archers Arrows Firecracker
Arrows Fireball
Fireball Knight Firecracker
Arrows Firecracker Fireball
Arrows Fireball
Firecracker P.E.K.K.A
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Bandit
P.E.K.K.A
Fireball Firecracker

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