My Best Clash Royale Deck

Deck Check Rating

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

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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.

Firecracker Battle Ram Mega Knight

Offensive cards

Win conditions

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

Battle Ram

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.

Mini P.E.K.K.A Battle Ram 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.

Electro Spirit Goblins Mini P.E.K.K.A Battle Ram 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.

Electro Spirit Firecracker 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
Battle Ram
Giant Snowball
Goblins Battle Ram
Zap
Goblins Firecracker Battle Ram
Barbarian Barrel
Electro Spirit Goblins Firecracker Battle Ram
The Log
Electro Spirit Goblins Firecracker Mini P.E.K.K.A Battle Ram
Earthquake
Firecracker
Arrows
Electro Spirit Goblins Firecracker
Royal Delivery
Electro Spirit Goblins Firecracker Mini P.E.K.K.A Battle Ram
Fireball
Firecracker Battle Ram
Poison
Firecracker
Lightning
Mini P.E.K.K.A Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker 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.

Electro Spirit Arrows Mini P.E.K.K.A Battle Ram Mega Knight

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.

Goblins

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.

Mirror Electro Spirit Goblins Arrows Firecracker Mini P.E.K.K.A Battle Ram Mega Knight

Shortest cycle

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

6 Mirror Electro Spirit Goblins Arrows

Attack Synergies 1 12

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.

Electro Spirit
Battle Ram
Goblins
Battle Ram
Arrows
Mirror Mini P.E.K.K.A Battle Ram Mega Knight
Firecracker
Mini P.E.K.K.A Battle Ram Mirror Mega Knight
Mini P.E.K.K.A
Arrows Firecracker Mirror Mega Knight
Battle Ram
Electro Spirit Goblins Arrows Firecracker Mirror
Mirror
Arrows Firecracker Mini P.E.K.K.A Battle Ram
Mega Knight
Arrows Firecracker Mini P.E.K.K.A

Defense Synergies 2 7

Electro Spirit
Goblins
Firecracker
Arrows
Mirror Mega Knight Mini P.E.K.K.A
Firecracker
Goblins Mini P.E.K.K.A Mirror Mega Knight
Mini P.E.K.K.A
Arrows Firecracker Mirror
Battle Ram
Mirror
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Mega Knight
Arrows Firecracker Mirror

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.

Firecracker
Mini P.E.K.K.A Goblins Firecracker Mega Knight
Mini P.E.K.K.A Mega Knight Goblins
Mini P.E.K.K.A Goblins Firecracker Mega Knight
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Arrows Electro Spirit Goblins Firecracker Mega Knight
Electro Spirit Arrows Firecracker
Electro Spirit Arrows Mega Knight
Mini P.E.K.K.A Goblins
Goblins Firecracker Mini P.E.K.K.A Mega Knight
Goblins Electro Spirit Arrows Firecracker Mega Knight
Arrows Firecracker
Mini P.E.K.K.A Mega Knight
Mega Knight Electro Spirit Goblins Arrows Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Mega Knight
Mega Knight Goblins Arrows Firecracker Mini P.E.K.K.A
Arrows Mega Knight Electro Spirit Goblins Firecracker
Arrows Electro Spirit Firecracker Mega Knight
Mini P.E.K.K.A
Mega Knight Electro Spirit Goblins Arrows Firecracker Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Goblins
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Mega Knight Goblins Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Mega Knight
Arrows Firecracker Electro Spirit
Mini P.E.K.K.A Goblins
Mini P.E.K.K.A Mega Knight
Mega Knight Electro Spirit Goblins Firecracker Mini P.E.K.K.A
Mega Knight Mini P.E.K.K.A
Mega Knight Arrows
Mini P.E.K.K.A Mega Knight
Firecracker Mega Knight
Electro Spirit Goblins Firecracker Mini P.E.K.K.A
Arrows Mega Knight Electro Spirit Firecracker Mini P.E.K.K.A
Electro Spirit 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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Electro Spirit
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Goblins Mini P.E.K.K.A
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Arrows Firecracker Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Electro Spirit Mega Knight
Arrows Firecracker
Arrows Mega Knight
Arrows Firecracker
Arrows Firecracker
Electro Spirit Firecracker
Mini P.E.K.K.A
Arrows Mega Knight
Electro Spirit Arrows Firecracker
Mega Knight
Arrows Firecracker
Electro Spirit
Arrows Firecracker
Arrows
Firecracker Mini P.E.K.K.A Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Electro Spirit Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Mega Knight

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