My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Archers Magic Archer Mother Witch

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.

Archers P.E.K.K.A Magic Archer Mother Witch Monk

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

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

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.

Goblins Mini P.E.K.K.A P.E.K.K.A Magic Archer

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 Magic Archer Monk

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
Archers
Giant Snowball
Goblins Archers
Zap
Goblins Archers
Barbarian Barrel
Goblins Archers Magic Archer
The Log
Goblins Archers Mini P.E.K.K.A
Earthquake
Archers
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Mini P.E.K.K.A P.E.K.K.A Magic Archer Mother Witch
Fireball
Archers Magic Archer Mother Witch
Poison
Archers Magic Archer Mother Witch
Lightning
Mini P.E.K.K.A Magic Archer Mother Witch Monk
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer

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 Mini P.E.K.K.A P.E.K.K.A Mother Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Archers Arrows Mini P.E.K.K.A Magic Archer Mother Witch Monk P.E.K.K.A

Shortest cycle

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

12 Goblins Archers Arrows Mini P.E.K.K.A

Attack Synergies 2 9

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.

Goblins
Archers
Archers
Goblins Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows
P.E.K.K.A Archers Mini P.E.K.K.A Mother Witch
Mini P.E.K.K.A
Archers Arrows Magic Archer
P.E.K.K.A
Arrows Magic Archer Archers Mother Witch
Magic Archer
P.E.K.K.A Mini P.E.K.K.A Mother Witch
Mother Witch
Arrows P.E.K.K.A Magic Archer
Monk

Defense Synergies 0 12

Goblins
Archers Magic Archer Monk
Archers
Goblins Mini P.E.K.K.A P.E.K.K.A
Arrows
Mini P.E.K.K.A P.E.K.K.A Mother Witch Monk
Mini P.E.K.K.A
Archers Arrows Magic Archer Mother Witch
P.E.K.K.A
Archers Arrows
Magic Archer
Goblins Mini P.E.K.K.A Mother Witch
Mother Witch
Arrows Mini P.E.K.K.A Magic Archer
Monk
Goblins Arrows

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.

Magic Archer
Mini P.E.K.K.A P.E.K.K.A Goblins Monk
Mini P.E.K.K.A P.E.K.K.A Goblins Archers
Mini P.E.K.K.A P.E.K.K.A Goblins Monk
Arrows Mini P.E.K.K.A P.E.K.K.A Monk
Arrows Goblins Archers Magic Archer Mother Witch
Archers Arrows Magic Archer
Arrows P.E.K.K.A Magic Archer Monk
Mini P.E.K.K.A P.E.K.K.A Goblins
Goblins Archers Mini P.E.K.K.A
Goblins Archers Mother Witch Arrows Magic Archer
Arrows Archers Magic Archer
Mini P.E.K.K.A P.E.K.K.A
Goblins Arrows Mini P.E.K.K.A P.E.K.K.A Magic Archer
Mini P.E.K.K.A P.E.K.K.A
Monk Mini P.E.K.K.A P.E.K.K.A
Goblins Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Goblins Archers Magic Archer
Arrows Archers Magic Archer Mother Witch
Mini P.E.K.K.A P.E.K.K.A
Goblins Archers Arrows Mini P.E.K.K.A P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Goblins Archers P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Magic Archer Monk
P.E.K.K.A Goblins Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Monk
P.E.K.K.A Mini P.E.K.K.A
Arrows Mother Witch Archers Magic Archer Monk
Mini P.E.K.K.A P.E.K.K.A Goblins Archers
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Goblins Mini P.E.K.K.A Magic Archer Monk
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Monk Arrows
Mini P.E.K.K.A P.E.K.K.A
Archers Magic Archer
Goblins Archers Mini P.E.K.K.A P.E.K.K.A Magic Archer Monk
Arrows Archers Mini P.E.K.K.A P.E.K.K.A Magic Archer Mother Witch
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.)

Magic Archer Arrows Monk
Arrows Monk Magic Archer
Arrows Magic Archer
Arrows
Arrows Magic Archer
Arrows Mother Witch Magic Archer Monk
Archers Arrows Magic Archer
Arrows Magic Archer
Arrows Monk
Goblins Mini P.E.K.K.A
Monk Arrows Magic Archer
Monk Archers Arrows Magic Archer
Magic Archer
Arrows Magic Archer Monk
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows
Monk Arrows
Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Magic Archer Monk
Arrows Magic Archer Mother Witch Monk
Magic Archer Monk
Arrows
Monk
Arrows Monk
Arrows Mother Witch Magic Archer
Arrows Magic Archer Monk
Arrows Magic Archer Monk
Arrows Magic Archer
Archers Arrows Magic Archer Mother Witch
Mini P.E.K.K.A
Arrows Magic Archer
Arrows Magic Archer Monk
P.E.K.K.A
Arrows Magic Archer Monk
Archers Magic Archer
Archers Arrows Magic Archer Monk
Arrows
Mini P.E.K.K.A Magic Archer
Arrows Magic Archer
Monk Arrows
P.E.K.K.A
Magic Archer
Magic Archer
Magic Archer Monk
P.E.K.K.A
Monk

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