My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Minions Goblin Gang Firecracker

Defensive buildings

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

Mortar

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 P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows

Punishments

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

Goblin Gang Mortar

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 Goblin Gang Mortar 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
Minions Goblin Gang
Giant Snowball
Minions Goblin Gang
Zap
Minions Goblin Gang Firecracker Mortar
Barbarian Barrel
Knight Goblin Gang Firecracker Mortar
The Log
Goblin Gang Firecracker
Earthquake
Goblin Gang Firecracker Mortar
Arrows
Minions Goblin Gang Firecracker
Royal Delivery
Knight Minions Goblin Gang Firecracker P.E.K.K.A
Fireball
Minions Goblin Gang Firecracker Mortar
Poison
Minions Goblin Gang Firecracker Mortar
Lightning
Knight Mortar Goblinstein
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mortar

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 P.E.K.K.A

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.

Minions Goblin Gang

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Minions Goblin Gang Firecracker Mortar Goblinstein P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Minions Goblin Gang

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
P.E.K.K.A Knight Mortar
Knight
Minions Goblin Gang Firecracker Mortar Arrows
Minions
Knight Firecracker Mortar P.E.K.K.A
Goblin Gang
Knight Firecracker Mortar P.E.K.K.A
Firecracker
Knight Minions Goblin Gang Mortar P.E.K.K.A
Mortar
Knight Arrows Minions Goblin Gang Firecracker
P.E.K.K.A
Arrows Minions Goblin Gang Firecracker
Goblinstein

Defense Synergies 3 12

Arrows
Knight Mortar P.E.K.K.A
Knight
Minions Goblin Gang Firecracker Arrows Mortar
Minions
Knight Firecracker Mortar P.E.K.K.A
Goblin Gang
Knight Firecracker Mortar P.E.K.K.A
Firecracker
Knight Minions Goblin Gang Mortar P.E.K.K.A
Mortar
Arrows Knight Minions Goblin Gang Firecracker
P.E.K.K.A
Arrows Minions Goblin Gang Firecracker
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 Minions Firecracker Mortar
P.E.K.K.A Knight Minions Goblin Gang Firecracker Mortar
Goblin Gang Mortar P.E.K.K.A Knight Minions
P.E.K.K.A Knight Minions Goblin Gang Firecracker Mortar
Arrows Firecracker P.E.K.K.A
Arrows Goblin Gang Minions Firecracker
Minions Arrows Goblin Gang Firecracker Mortar
Arrows P.E.K.K.A
P.E.K.K.A Minions Goblin Gang Mortar
Knight Goblin Gang Firecracker
Minions Goblin Gang Arrows Knight Firecracker
Arrows Minions Goblin Gang Firecracker
Mortar P.E.K.K.A Knight Minions Goblin Gang
Arrows Minions Goblin Gang Firecracker Mortar P.E.K.K.A
P.E.K.K.A Knight Goblin Gang Mortar
Goblin Gang Mortar P.E.K.K.A
Arrows Knight Minions Goblin Gang Firecracker Mortar P.E.K.K.A
Arrows Mortar Knight Minions Goblin Gang Firecracker
Arrows Mortar Knight Minions Firecracker
P.E.K.K.A Mortar
Goblin Gang Arrows Knight Minions Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang P.E.K.K.A
Arrows Knight Goblin Gang Firecracker Mortar
Goblin Gang P.E.K.K.A Knight Minions
Goblin Gang P.E.K.K.A Knight
P.E.K.K.A Knight Goblin Gang
Arrows Firecracker Minions Goblin Gang
Goblin Gang P.E.K.K.A Knight Minions
P.E.K.K.A Knight
P.E.K.K.A Knight Minions Firecracker Mortar
P.E.K.K.A Goblin Gang
P.E.K.K.A Knight Minions
P.E.K.K.A Arrows
P.E.K.K.A Knight Goblin Gang
Firecracker
Goblin Gang Knight Minions Firecracker Mortar P.E.K.K.A
Arrows Minions Firecracker P.E.K.K.A
Arrows Mortar

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 Mortar
Arrows Firecracker Mortar
Arrows
Arrows Knight Firecracker
Arrows Firecracker Mortar
Arrows Firecracker Minions
Arrows Firecracker Mortar
Arrows Firecracker
Arrows Firecracker Mortar
Minions Goblin Gang
Firecracker Arrows Knight Mortar
Arrows Firecracker
Knight Firecracker Mortar
Arrows Minions Firecracker Mortar
Arrows Firecracker Mortar
Arrows Firecracker Mortar
Arrows Firecracker Mortar
Arrows Mortar
Minions
Arrows Firecracker Mortar
Arrows Firecracker Mortar
Minions
Arrows
Arrows Mortar
Arrows Firecracker Mortar
Arrows Firecracker Mortar
Arrows Mortar
Arrows Firecracker Mortar
Arrows Firecracker
Minions Firecracker
Arrows Mortar
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Minions Goblin Gang
Arrows Firecracker
Arrows
Knight Goblin Gang Firecracker
Arrows Firecracker Mortar
Arrows
Firecracker P.E.K.K.A
Minions Goblin Gang Firecracker
Firecracker
Firecracker Mortar
P.E.K.K.A
Firecracker Mortar

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