My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high 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 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.

Witch

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.

Knight Battle Ram Witch Balloon

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel Balloon

Damage spells

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

Arrows 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows 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 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 Witch

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.

Arrows Knight Goblin Barrel Fireball Mini P.E.K.K.A Battle Ram Witch Balloon

Shortest cycle

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

13 Arrows Knight Goblin Barrel Fireball

Attack Synergies 5 10

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.

Arrows
Fireball Balloon Knight Mini P.E.K.K.A Battle Ram Goblin Barrel
Knight
Battle Ram Goblin Barrel Balloon Arrows Fireball Witch
Fireball
Arrows Knight Battle Ram
Mini P.E.K.K.A
Arrows
Battle Ram
Knight Arrows Fireball Goblin Barrel Witch
Goblin Barrel
Knight Arrows Battle Ram Balloon
Witch
Knight Battle Ram
Balloon
Arrows Knight Goblin Barrel

Defense Synergies 0 8

Arrows
Knight Fireball Mini P.E.K.K.A
Knight
Arrows Fireball Mini P.E.K.K.A Witch
Fireball
Arrows Knight Mini P.E.K.K.A
Mini P.E.K.K.A
Arrows Knight Fireball Witch
Battle Ram
Goblin Barrel
Witch
Knight 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.

Knight Fireball
Mini P.E.K.K.A Knight Witch
Mini P.E.K.K.A Witch Knight
Mini P.E.K.K.A Witch Knight
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Mini P.E.K.K.A Witch
Knight Mini P.E.K.K.A
Witch Arrows Knight Fireball
Arrows Fireball Witch
Mini P.E.K.K.A Knight Fireball Witch
Fireball Arrows Mini P.E.K.K.A Witch
Mini P.E.K.K.A Knight
Fireball Mini P.E.K.K.A
Arrows Knight Fireball Mini P.E.K.K.A Witch
Arrows Fireball Knight Witch
Arrows Witch Knight Fireball
Mini P.E.K.K.A
Arrows Knight Fireball Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Fireball Witch
Fireball Arrows Knight Mini P.E.K.K.A
Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A Knight Fireball
Knight Mini P.E.K.K.A Witch
Arrows Fireball Witch
Mini P.E.K.K.A Knight Fireball Witch
Mini P.E.K.K.A Knight
Knight Fireball Mini P.E.K.K.A Witch
Witch
Knight Mini P.E.K.K.A Witch
Arrows Fireball
Mini P.E.K.K.A Knight Fireball Witch
Fireball Witch
Witch Knight Fireball Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Witch
Arrows 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 Arrows Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball
Fireball Arrows
Arrows Fireball Witch
Arrows Witch
Arrows Fireball
Arrows Fireball
Fireball Mini P.E.K.K.A
Arrows Knight Fireball
Fireball Arrows
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Witch
Arrows Fireball Witch
Fireball Arrows Witch
Fireball Arrows
Arrows Fireball Witch
Fireball Witch
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Witch
Fireball Arrows Witch
Arrows Fireball
Fireball Knight Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Fireball Witch
Fireball Witch
Fireball Witch
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: