My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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 Gang Inferno Dragon

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 Golem Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

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

Goblin Gang Mini P.E.K.K.A

Pump responses

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

Missing

Dropped at the bridge

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

Knight Goblin Gang Mini P.E.K.K.A Golem

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 Golem

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Mini P.E.K.K.A Golem Inferno Dragon

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 Goblin Gang

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Minions Goblin Gang Mini P.E.K.K.A Inferno Dragon Golem

Shortest cycle

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

12 Archers Arrows Knight Minions

Attack Synergies 4 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 Arrows Mini P.E.K.K.A Golem Inferno Dragon
Arrows
Golem Archers Knight Mini P.E.K.K.A
Knight
Archers Minions Goblin Gang Arrows
Minions
Knight Mini P.E.K.K.A Golem Inferno Dragon
Goblin Gang
Knight Mini P.E.K.K.A Golem
Mini P.E.K.K.A
Archers Arrows Minions Goblin Gang Golem
Golem
Arrows Archers Minions Goblin Gang Mini P.E.K.K.A
Inferno Dragon
Archers Minions

Defense Synergies 3 8

Archers
Knight Minions Goblin Gang Mini P.E.K.K.A
Arrows
Knight Mini P.E.K.K.A
Knight
Archers Minions Goblin Gang Arrows Mini P.E.K.K.A
Minions
Knight Archers
Goblin Gang
Knight Archers Mini P.E.K.K.A Inferno Dragon
Mini P.E.K.K.A
Archers Arrows Knight Goblin Gang
Golem
Inferno Dragon
Goblin Gang

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
Mini P.E.K.K.A Inferno Dragon Knight Minions Goblin Gang
Goblin Gang Mini P.E.K.K.A Archers Knight Minions Inferno Dragon
Mini P.E.K.K.A Inferno Dragon Knight Minions Goblin Gang
Arrows Mini P.E.K.K.A
Arrows Goblin Gang Archers Minions
Minions Inferno Dragon Archers Arrows Goblin Gang
Arrows
Mini P.E.K.K.A Inferno Dragon Minions Goblin Gang
Knight Goblin Gang Archers Mini P.E.K.K.A
Archers Minions Goblin Gang Arrows Knight
Arrows Minions Inferno Dragon Archers Goblin Gang
Mini P.E.K.K.A Knight Minions Goblin Gang
Arrows Minions Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A Inferno Dragon Knight Goblin Gang
Goblin Gang Mini P.E.K.K.A Inferno Dragon
Arrows Knight Minions Goblin Gang Mini P.E.K.K.A
Arrows Archers Knight Minions Goblin Gang
Arrows Archers Knight Minions Inferno Dragon
Mini P.E.K.K.A Inferno Dragon
Goblin Gang Archers Arrows Knight Minions 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 Goblin Gang Mini P.E.K.K.A Archers
Archers Arrows Knight Goblin Gang Mini P.E.K.K.A Inferno Dragon
Goblin Gang Knight Minions Mini P.E.K.K.A
Goblin Gang Mini P.E.K.K.A Knight
Knight Goblin Gang Mini P.E.K.K.A Inferno Dragon
Arrows Archers Minions Goblin Gang
Goblin Gang Mini P.E.K.K.A Archers Knight Minions
Mini P.E.K.K.A Knight Inferno Dragon
Knight Minions Mini P.E.K.K.A Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Knight Minions Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A Knight Goblin Gang
Archers
Goblin Gang Archers Knight Minions Mini P.E.K.K.A Inferno Dragon
Arrows Minions Archers Mini P.E.K.K.A Inferno Dragon
Arrows

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.)

Arrows Knight
Arrows
Arrows
Arrows Knight
Arrows
Arrows Minions
Archers Arrows
Arrows
Arrows
Minions Goblin Gang Mini P.E.K.K.A
Arrows Knight
Archers Arrows
Knight
Arrows Minions
Arrows
Arrows
Arrows
Arrows
Minions Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A
Arrows
Minions
Arrows
Arrows
Arrows
Inferno Dragon
Arrows
Arrows
Arrows
Archers Arrows
Minions
Mini P.E.K.K.A
Arrows
Arrows
Arrows
Archers Minions Goblin Gang
Archers Arrows
Arrows
Knight Goblin Gang Mini P.E.K.K.A
Arrows
Arrows
Minions Goblin Gang
Inferno Dragon

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