My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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

Defensive buildings

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

Tombstone

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 Balloon

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel Balloon

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 Hog Rider Goblin Barrel Balloon

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.

Mini P.E.K.K.A Hog Rider Balloon

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 Hog Rider Goblin Barrel Balloon

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 Hog Rider Goblin Barrel Guards Balloon
Giant Snowball
Archers Tombstone Hog Rider Goblin Barrel Guards Balloon
Zap
Archers Tombstone Goblin Barrel Guards Balloon
Barbarian Barrel
Archers Tombstone Goblin Barrel Guards
The Log
Archers Tombstone Mini P.E.K.K.A Hog Rider Goblin Barrel Guards
Earthquake
Archers Tombstone Hog Rider Goblin Barrel Guards
Arrows
Archers Tombstone Goblin Barrel Guards
Royal Delivery
Archers Mini P.E.K.K.A Hog Rider Goblin Barrel Guards Balloon
Fireball
Archers Tombstone Hog Rider Goblin Barrel Balloon
Poison
Archers Tombstone Guards Balloon
Lightning
Tombstone Mini P.E.K.K.A Balloon
Rocket
Hog Rider Balloon

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.

Tombstone Mini P.E.K.K.A Guards

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

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

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 Tombstone Goblin Barrel Guards Fireball Mini P.E.K.K.A Hog Rider Balloon

Shortest cycle

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

12 Archers Tombstone Goblin Barrel Guards

Attack Synergies 1 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
Mini P.E.K.K.A Hog Rider Balloon
Tombstone
Fireball
Hog Rider
Mini P.E.K.K.A
Archers Hog Rider
Hog Rider
Fireball Archers Mini P.E.K.K.A Goblin Barrel Guards Balloon
Goblin Barrel
Hog Rider Guards Balloon
Guards
Hog Rider Goblin Barrel
Balloon
Archers Hog Rider Goblin Barrel

Defense Synergies 0 7

Archers
Tombstone Mini P.E.K.K.A Guards
Tombstone
Archers Fireball Guards
Fireball
Tombstone Mini P.E.K.K.A
Mini P.E.K.K.A
Archers Fireball Guards
Hog Rider
Goblin Barrel
Guards
Archers Tombstone Mini P.E.K.K.A
Balloon

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.

Tombstone Fireball
Mini P.E.K.K.A Tombstone
Mini P.E.K.K.A Archers Tombstone
Mini P.E.K.K.A Tombstone Guards
Tombstone Fireball Mini P.E.K.K.A
Fireball Archers Guards
Archers Tombstone Fireball
Fireball
Mini P.E.K.K.A Tombstone
Guards Archers Mini P.E.K.K.A
Archers Guards Tombstone Fireball
Archers Fireball
Tombstone Mini P.E.K.K.A Fireball Guards
Fireball Tombstone Mini P.E.K.K.A Guards
Mini P.E.K.K.A Tombstone
Fireball Mini P.E.K.K.A
Tombstone Fireball Mini P.E.K.K.A
Tombstone Fireball Archers Guards
Archers Tombstone Fireball Guards
Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A Guards
Tombstone Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Archers Tombstone Fireball
Fireball Archers Mini P.E.K.K.A
Tombstone Guards Mini P.E.K.K.A
Mini P.E.K.K.A Guards Fireball
Tombstone Mini P.E.K.K.A Guards
Fireball Archers
Mini P.E.K.K.A Guards Archers Tombstone Fireball
Mini P.E.K.K.A
Tombstone Fireball Mini P.E.K.K.A
Tombstone Guards
Tombstone Mini P.E.K.K.A Guards
Fireball Guards
Mini P.E.K.K.A Tombstone Fireball Guards
Archers Fireball
Tombstone Guards Archers Fireball Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A
Tombstone 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 Guards
Fireball
Fireball
Fireball Guards
Fireball
Fireball
Archers
Fireball
Fireball
Fireball Mini P.E.K.K.A Guards
Fireball
Fireball Archers
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Archers Fireball
Fireball Guards
Fireball Mini P.E.K.K.A
Fireball
Fireball
Fireball
Archers Tombstone Fireball Guards
Fireball Archers
Fireball
Fireball Mini P.E.K.K.A
Fireball
Fireball
Fireball Guards
Fireball
Fireball
Fireball

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