My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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

Defensive buildings

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

Bomb Tower

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 Balloon Bowler P.E.K.K.A

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Tornado

Punishments

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

Balloon

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 Balloon P.E.K.K.A

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.

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 Balloon
Giant Snowball
Archers Balloon
Zap
Archers Balloon
Barbarian Barrel
Archers Knight Bomb Tower
The Log
Archers
Earthquake
Archers Bomb Tower
Arrows
Archers
Royal Delivery
Archers Knight Balloon Bowler P.E.K.K.A
Fireball
Archers Bomb Tower Balloon Bowler
Poison
Archers Bomb Tower Balloon
Lightning
Knight Bomb Tower Balloon Bowler
Rocket
Bomb Tower Balloon Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Tornado Bowler

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 Tornado Bowler P.E.K.K.A

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 Arrows Knight Tornado Bomb Tower Balloon Bowler P.E.K.K.A

Shortest cycle

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

12 Archers Arrows Knight Tornado

Attack Synergies 5 8

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 Balloon Bowler P.E.K.K.A
Arrows
Balloon P.E.K.K.A Archers Knight Bowler
Knight
Archers Balloon Arrows
Bomb Tower
Tornado
P.E.K.K.A Balloon Bowler
Balloon
Arrows Knight Archers Tornado
Bowler
Archers Arrows Tornado
P.E.K.K.A
Arrows Tornado Archers

Defense Synergies 5 11

Archers
Knight Bomb Tower Tornado Bowler P.E.K.K.A
Arrows
Knight Bomb Tower Tornado Bowler P.E.K.K.A
Knight
Archers Bomb Tower Arrows Tornado Bowler
Bomb Tower
Knight Tornado Archers Arrows
Tornado
Bomb Tower Bowler P.E.K.K.A Archers Arrows Knight
Balloon
Bowler
Tornado Archers Arrows Knight
P.E.K.K.A
Tornado Archers Arrows

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.

Bowler Knight
Bomb Tower P.E.K.K.A Knight
Bomb Tower Tornado Bowler P.E.K.K.A Archers Knight
Bomb Tower P.E.K.K.A Knight Bowler
Arrows Bomb Tower Tornado Bowler P.E.K.K.A
Arrows Tornado Bowler Archers Bomb Tower
Tornado Archers Arrows Bomb Tower
Bowler Arrows Bomb Tower P.E.K.K.A
P.E.K.K.A Bomb Tower Tornado
Knight Tornado Archers Bowler
Archers Arrows Knight Bomb Tower Tornado Bowler
Arrows Archers Tornado
Bomb Tower Bowler P.E.K.K.A Knight
Bomb Tower Bowler Arrows Tornado P.E.K.K.A
P.E.K.K.A Knight Bomb Tower
Bomb Tower Tornado Bowler P.E.K.K.A
Bomb Tower Arrows Knight Tornado Bowler P.E.K.K.A
Arrows Bomb Tower Archers Knight Tornado Bowler
Arrows Bomb Tower Tornado Archers Knight Bowler
P.E.K.K.A Bomb Tower Tornado
Bowler Archers Arrows Knight Bomb Tower 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 Bowler P.E.K.K.A
Archers Arrows Knight Bomb Tower Bowler
P.E.K.K.A Knight Bomb Tower Bowler
Bowler P.E.K.K.A Knight Tornado
P.E.K.K.A Knight Bowler
Arrows Archers Bomb Tower Tornado
P.E.K.K.A Archers Knight Bomb Tower Bowler
P.E.K.K.A Knight Bomb Tower
P.E.K.K.A Knight Bomb Tower Tornado
P.E.K.K.A
P.E.K.K.A Knight Bomb Tower Bowler
P.E.K.K.A Arrows Tornado Bowler
Bowler P.E.K.K.A Knight Bomb Tower
Archers Bomb Tower Bowler
Archers Knight Bomb Tower Tornado Bowler P.E.K.K.A
Arrows Bowler Archers Bomb Tower P.E.K.K.A
Arrows Bomb Tower

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 Tornado Bowler
Arrows
Arrows Knight
Arrows Bowler
Arrows Tornado
Archers Arrows Tornado Bowler
Arrows Tornado Bowler
Arrows Tornado
Tornado Bowler
Arrows Knight Tornado Bowler
Archers Arrows Tornado
Knight Bowler
Arrows
Arrows
Arrows Bowler
Arrows Bowler
Arrows Tornado
Archers Arrows Bowler
Arrows Tornado Bowler
Bowler
Arrows Tornado
Tornado Bowler
Arrows
Arrows Tornado Bowler
Arrows Tornado Bowler
Arrows Tornado Bowler
Arrows Tornado
Archers Arrows Tornado
Bowler
Arrows
Arrows
P.E.K.K.A
Arrows Bowler
Archers
Archers Arrows Tornado
Arrows
Knight Bowler
Arrows Bowler
Arrows Tornado
P.E.K.K.A
Tornado Bowler
Tornado
Tornado Bowler
P.E.K.K.A
Bowler

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