My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
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.

Archers Goblin Hut

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.

Archers Knight Battle Ram Giant Goblin Hut

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

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.

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

Shortest cycle

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

14 Archers Knight Fireball Mini P.E.K.K.A

Attack Synergies 3 11

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

Defense Synergies 1 8

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

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

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