My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Baby Dragon

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 Baby Dragon P.E.K.K.A Mega Knight 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 Rage

Punishments

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

Mega Knight

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 Baby Dragon P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Baby Dragon Mega Knight

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 Rage Baby Dragon P.E.K.K.A Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Knight Firecracker Baby Dragon Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

11 Rage Arrows Knight Firecracker

Attack Synergies 3 7

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
P.E.K.K.A Knight Mega Knight
Knight
Firecracker Baby Dragon Arrows
Firecracker
Knight Baby Dragon P.E.K.K.A Mega Knight
Rage
Baby Dragon
Knight Firecracker P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Firecracker Baby Dragon
Mega Knight
Arrows Firecracker Baby Dragon
Goblinstein

Defense Synergies 2 8

Arrows
Mega Knight Knight P.E.K.K.A
Knight
Firecracker Arrows Baby Dragon
Firecracker
Knight Baby Dragon P.E.K.K.A Mega Knight
Rage
Baby Dragon
Knight Firecracker P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Firecracker Baby Dragon
Mega Knight
Arrows Firecracker Baby Dragon
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 Baby Dragon
P.E.K.K.A Knight Firecracker Mega Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Knight Firecracker Mega Knight
Arrows Firecracker P.E.K.K.A Mega Knight
Arrows Firecracker Baby Dragon Mega Knight
Arrows Firecracker Baby Dragon
Arrows Baby Dragon P.E.K.K.A Mega Knight
P.E.K.K.A
Knight Firecracker Mega Knight
Arrows Knight Firecracker Baby Dragon Mega Knight
Arrows Firecracker Baby Dragon
P.E.K.K.A Mega Knight Knight
Mega Knight Arrows Firecracker Baby Dragon P.E.K.K.A
P.E.K.K.A Knight Mega Knight
P.E.K.K.A Mega Knight
Mega Knight Arrows Knight Firecracker P.E.K.K.A
Arrows Mega Knight Knight Firecracker Baby Dragon
Arrows Baby Dragon Knight Firecracker Mega Knight
P.E.K.K.A
Mega Knight Arrows Knight Firecracker Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight P.E.K.K.A
Arrows Knight Firecracker Baby Dragon Mega Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Knight Mega Knight
Arrows Firecracker Baby Dragon
P.E.K.K.A Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Knight Firecracker Baby Dragon
P.E.K.K.A
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Knight
Firecracker Baby Dragon Mega Knight
Knight Firecracker Baby Dragon P.E.K.K.A
Arrows Mega Knight Firecracker Baby Dragon P.E.K.K.A
Arrows

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 Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Baby Dragon
Arrows Knight Firecracker
Arrows Firecracker Baby Dragon Mega Knight
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker
Firecracker Arrows Knight
Arrows Firecracker Baby Dragon
Knight Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Mega Knight
Arrows
Arrows Firecracker Baby Dragon Mega Knight
Arrows Firecracker Baby Dragon Mega Knight
Baby Dragon Mega Knight
Arrows
Arrows Baby Dragon
Arrows Firecracker Baby Dragon Mega Knight
Arrows Firecracker Baby Dragon
Arrows Baby Dragon Mega Knight
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Firecracker
Arrows Mega Knight
Arrows Firecracker
P.E.K.K.A Mega Knight
Arrows Firecracker
Arrows Firecracker Baby Dragon
Arrows
Knight Firecracker Baby Dragon Mega Knight
Arrows Firecracker Baby Dragon
Arrows
Firecracker P.E.K.K.A Mega Knight
Firecracker Baby Dragon
Firecracker
Firecracker Baby Dragon Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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