My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Wizard

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 Firecracker Wizard P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Fireball

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 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.

Firecracker

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
Guards
Giant Snowball
Guards
Zap
Firecracker Guards
Barbarian Barrel
Knight Firecracker Wizard Guards
The Log
Firecracker Guards
Earthquake
Firecracker Guards
Arrows
Firecracker Guards
Royal Delivery
Knight Firecracker Wizard Guards P.E.K.K.A
Fireball
Firecracker Wizard
Poison
Firecracker Wizard Guards
Lightning
Knight Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball Wizard

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 Guards P.E.K.K.A

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.

Fireball Wizard

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 Firecracker Guards Fireball Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Firecracker Guards

Attack Synergies 3 5

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 P.E.K.K.A Knight
Knight
Firecracker Arrows Fireball Wizard
Firecracker
Knight P.E.K.K.A
Fireball
Arrows Knight
Wizard
Knight P.E.K.K.A
Guards
P.E.K.K.A
Arrows Firecracker Wizard
Goblinstein

Defense Synergies 1 9

Arrows
Knight Fireball P.E.K.K.A
Knight
Firecracker Arrows Fireball Wizard
Firecracker
Knight Guards P.E.K.K.A
Fireball
Arrows Knight
Wizard
Knight Guards P.E.K.K.A
Guards
Firecracker Wizard
P.E.K.K.A
Arrows Firecracker Wizard
Goblinstein

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 Firecracker Fireball Wizard
P.E.K.K.A Knight Firecracker
P.E.K.K.A Knight
P.E.K.K.A Knight Firecracker Guards
Arrows Firecracker Fireball P.E.K.K.A
Arrows Fireball Firecracker Guards
Arrows Firecracker Fireball Wizard
Arrows Fireball P.E.K.K.A
P.E.K.K.A
Knight Guards Firecracker
Guards Arrows Knight Firecracker Fireball Wizard
Arrows Firecracker Fireball Wizard
P.E.K.K.A Knight Fireball Wizard Guards
Fireball Wizard Arrows Firecracker Guards P.E.K.K.A
P.E.K.K.A Knight
Fireball P.E.K.K.A
Wizard Arrows Knight Firecracker Fireball P.E.K.K.A
Arrows Fireball Knight Firecracker Wizard Guards
Arrows Wizard Knight Firecracker Fireball Guards
P.E.K.K.A
Wizard Arrows Knight Firecracker Fireball Guards P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Guards Fireball P.E.K.K.A
Fireball Arrows Knight Firecracker Wizard
Guards P.E.K.K.A Knight
Guards P.E.K.K.A Knight Fireball
P.E.K.K.A Knight Guards
Arrows Firecracker Fireball Wizard
Guards P.E.K.K.A Knight Fireball
P.E.K.K.A Knight
P.E.K.K.A Knight Firecracker Fireball
P.E.K.K.A Guards
P.E.K.K.A Knight Guards
P.E.K.K.A Arrows Fireball Guards
P.E.K.K.A Knight Fireball Wizard Guards
Wizard Firecracker Fireball
Guards Knight Firecracker Fireball P.E.K.K.A
Arrows Firecracker Fireball Wizard P.E.K.K.A
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 Firecracker Guards
Arrows Firecracker Fireball
Arrows Fireball
Arrows Knight Firecracker Fireball Guards
Fireball Wizard Arrows Firecracker
Arrows Firecracker Fireball Wizard
Arrows Firecracker Wizard
Arrows Fireball Firecracker Wizard
Arrows Fireball Firecracker Wizard
Fireball Guards
Firecracker Arrows Knight Fireball Wizard
Fireball Arrows Firecracker Wizard
Knight Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball Wizard
Arrows Firecracker Fireball Wizard
Arrows Fireball
Arrows Firecracker Fireball Wizard
Arrows Firecracker Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Firecracker Fireball Wizard
Arrows Firecracker Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows Firecracker
Arrows Firecracker Fireball Wizard
Firecracker Fireball Wizard Guards
Fireball
Arrows Fireball Wizard
Arrows Firecracker Fireball
P.E.K.K.A
Arrows Firecracker Fireball Wizard
Fireball Guards
Fireball Arrows Firecracker Wizard
Arrows Fireball
Fireball Knight Firecracker Wizard
Arrows Firecracker Fireball Wizard
Arrows Fireball
Firecracker P.E.K.K.A
Firecracker Fireball Guards
Firecracker Fireball
Firecracker Fireball
P.E.K.K.A
Fireball Firecracker Wizard

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