My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Wizard

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Knight Royal Giant Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Mini P.E.K.K.A

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 Royal Giant Mini 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.

Mini P.E.K.K.A

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
Bomber Royal Giant Skeleton Army
Giant Snowball
Bomber Cannon Skeleton Army
Zap
Bomber Cannon Royal Giant Skeleton Army
Barbarian Barrel
Bomber Knight Cannon Wizard Skeleton Army
The Log
Bomber Cannon Royal Giant Mini P.E.K.K.A Skeleton Army
Earthquake
Bomber Cannon Skeleton Army
Arrows
Bomber Skeleton Army
Royal Delivery
Bomber Knight Mini P.E.K.K.A Wizard Skeleton Army
Fireball
Bomber Cannon Wizard Skeleton Army
Poison
Bomber Cannon Wizard Skeleton Army
Lightning
Knight Cannon Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army

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.

Royal Giant Skeleton Army

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.

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Knight Cannon Skeleton Army Mini P.E.K.K.A Wizard Royal Giant

Shortest cycle

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

11 Bomber Arrows Knight Cannon

Attack Synergies 2 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.

Bomber
Royal Giant Knight Mini P.E.K.K.A
Arrows
Royal Giant Knight Mini P.E.K.K.A
Knight
Bomber Arrows Wizard
Cannon
Royal Giant
Bomber Arrows Wizard
Mini P.E.K.K.A
Bomber Arrows Wizard
Wizard
Knight Royal Giant Mini P.E.K.K.A
Skeleton Army

Defense Synergies 2 14

Bomber
Knight Cannon Mini P.E.K.K.A
Arrows
Knight Cannon Mini P.E.K.K.A
Knight
Bomber Cannon Arrows Mini P.E.K.K.A Wizard Skeleton Army
Cannon
Knight Bomber Arrows Mini P.E.K.K.A Wizard Skeleton Army
Royal Giant
Mini P.E.K.K.A
Bomber Arrows Knight Cannon Wizard Skeleton Army
Wizard
Knight Cannon Mini P.E.K.K.A Skeleton Army
Skeleton Army
Knight Cannon Mini P.E.K.K.A Wizard

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.

Bomber Knight Cannon Wizard
Mini P.E.K.K.A Skeleton Army Bomber Knight Cannon
Cannon Mini P.E.K.K.A Skeleton Army Bomber Knight
Cannon Mini P.E.K.K.A Skeleton Army Bomber Knight
Bomber Arrows Mini P.E.K.K.A Skeleton Army
Arrows Skeleton Army Bomber Cannon
Arrows Cannon Wizard
Arrows Cannon
Cannon Mini P.E.K.K.A Skeleton Army
Knight Skeleton Army Bomber Cannon Mini P.E.K.K.A
Skeleton Army Bomber Arrows Knight Cannon Wizard
Arrows Wizard
Cannon Mini P.E.K.K.A Skeleton Army Bomber Knight Wizard
Bomber Wizard Skeleton Army Arrows Cannon Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Knight Cannon
Skeleton Army Cannon Mini P.E.K.K.A
Wizard Bomber Arrows Knight Cannon Mini P.E.K.K.A Skeleton Army
Arrows Cannon Bomber Knight Wizard Skeleton Army
Arrows Wizard Bomber Knight Cannon
Mini P.E.K.K.A Cannon
Bomber Wizard Skeleton Army Arrows Knight Cannon Mini P.E.K.K.A

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 Skeleton Army
Bomber Arrows Knight Mini P.E.K.K.A Wizard
Skeleton Army Knight Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Knight
Knight Cannon Mini P.E.K.K.A Skeleton Army
Arrows Wizard
Mini P.E.K.K.A Skeleton Army Knight
Mini P.E.K.K.A Knight Skeleton Army
Knight Mini P.E.K.K.A Skeleton Army
Cannon Skeleton Army
Knight Mini P.E.K.K.A
Skeleton Army Arrows
Mini P.E.K.K.A Skeleton Army Knight Cannon Wizard
Wizard Bomber Cannon Skeleton Army
Skeleton Army Bomber Knight Mini P.E.K.K.A
Arrows Bomber Cannon Mini P.E.K.K.A Wizard

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
Arrows
Arrows Knight
Bomber Wizard Arrows
Arrows Wizard
Bomber Arrows Wizard
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A
Arrows Knight Wizard
Arrows Wizard
Knight
Arrows
Arrows
Bomber Arrows Wizard
Arrows Wizard
Arrows
Bomber Mini P.E.K.K.A
Bomber Arrows Mini P.E.K.K.A Wizard
Bomber Arrows Wizard
Arrows Wizard
Arrows
Arrows Bomber Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Wizard
Mini P.E.K.K.A
Bomber Arrows Wizard
Arrows
Arrows Wizard
Skeleton Army
Arrows Wizard
Arrows
Knight Mini P.E.K.K.A Wizard
Arrows Bomber Wizard
Arrows

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