My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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

Defensive buildings

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

Tombstone Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Tombstone Goblin Cage Rune Giant P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Earthquake Rage

Punishments

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

Royal Ghost

Pump responses

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

Earthquake

Dropped at the bridge

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

Rune Giant P.E.K.K.A Royal Ghost

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.

Royal Ghost

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
Giant Snowball
Archers Tombstone
Zap
Archers Tombstone
Barbarian Barrel
Archers Tombstone Goblin Cage Royal Ghost
The Log
Archers Tombstone Goblin Cage
Earthquake
Archers Tombstone Goblin Cage
Arrows
Archers Tombstone
Royal Delivery
Archers Goblin Cage P.E.K.K.A Royal Ghost
Fireball
Archers Tombstone Goblin Cage
Poison
Archers Tombstone Goblin Cage
Lightning
Tombstone Goblin Cage
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Royal Ghost

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.

Tombstone Rage Rune Giant P.E.K.K.A Royal Ghost

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Archers Tombstone Earthquake Royal Ghost Goblin Cage Rune Giant P.E.K.K.A

Shortest cycle

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

11 Rage Archers Tombstone Earthquake

Attack Synergies 0 6

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
Goblin Cage Rune Giant P.E.K.K.A Royal Ghost
Tombstone
Earthquake
P.E.K.K.A
Goblin Cage
Archers Royal Ghost
Rage
Rune Giant
Archers
P.E.K.K.A
Archers Earthquake
Royal Ghost
Archers Goblin Cage

Defense Synergies 0 5

Archers
Tombstone Goblin Cage P.E.K.K.A
Tombstone
Archers Earthquake
Earthquake
Tombstone Goblin Cage
Goblin Cage
Archers Earthquake
Rage
Rune Giant
P.E.K.K.A
Archers
Royal Ghost

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.

Earthquake Tombstone Goblin Cage
P.E.K.K.A Tombstone Goblin Cage
Goblin Cage P.E.K.K.A Archers Tombstone
Goblin Cage P.E.K.K.A Tombstone
Tombstone Earthquake Goblin Cage P.E.K.K.A
Archers Earthquake Royal Ghost
Archers Tombstone Goblin Cage
Earthquake Goblin Cage P.E.K.K.A
P.E.K.K.A Tombstone Goblin Cage
Archers Royal Ghost
Archers Tombstone Earthquake Royal Ghost
Archers
Tombstone Goblin Cage P.E.K.K.A Earthquake
Tombstone Earthquake Goblin Cage P.E.K.K.A Royal Ghost
P.E.K.K.A Tombstone Goblin Cage
Goblin Cage P.E.K.K.A
Tombstone Goblin Cage P.E.K.K.A
Tombstone Goblin Cage Archers Royal Ghost
Earthquake Goblin Cage Archers Tombstone Royal Ghost
P.E.K.K.A Goblin Cage
Royal Ghost Archers Earthquake P.E.K.K.A
P.E.K.K.A Tombstone

Counters to secondary win conditions

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

Archers Tombstone Goblin Cage P.E.K.K.A Royal Ghost
Archers Royal Ghost
Tombstone P.E.K.K.A Goblin Cage
P.E.K.K.A Goblin Cage
P.E.K.K.A Tombstone Goblin Cage
Archers
P.E.K.K.A Archers Tombstone Goblin Cage
P.E.K.K.A Goblin Cage
Goblin Cage P.E.K.K.A Tombstone
P.E.K.K.A Tombstone Goblin Cage
P.E.K.K.A Tombstone Goblin Cage
P.E.K.K.A Goblin Cage
P.E.K.K.A Tombstone Goblin Cage
Archers Goblin Cage
Tombstone Archers Goblin Cage P.E.K.K.A
Archers Earthquake Goblin Cage P.E.K.K.A Royal Ghost
Tombstone Goblin Cage

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.)

Earthquake Royal Ghost
Royal Ghost
Earthquake
Earthquake
Earthquake
Archers Earthquake
Earthquake
Earthquake
Archers
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Archers Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake Royal Ghost
Archers
Earthquake
P.E.K.K.A
Earthquake
Earthquake Archers Tombstone
Archers
Earthquake
P.E.K.K.A
Royal Ghost
P.E.K.K.A

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