My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers

Defensive buildings

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

Bomb Tower

Investments

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

Bomber Archers Knight Battle Ram

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.

Fireball

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

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

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 Archers Battle Ram
Giant Snowball
Goblins Bomber Archers Battle Ram
Zap
Goblins Bomber Archers Battle Ram
Barbarian Barrel
Goblins Bomber Archers Knight Battle Ram Bomb Tower
The Log
Goblins Bomber Archers Mini P.E.K.K.A Battle Ram
Earthquake
Bomber Archers Bomb Tower
Arrows
Goblins Bomber Archers
Royal Delivery
Goblins Bomber Archers Knight Mini P.E.K.K.A Battle Ram
Fireball
Bomber Archers Battle Ram Bomb Tower
Poison
Bomber Archers Bomb Tower
Lightning
Knight Mini P.E.K.K.A Battle Ram Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball Bomb Tower

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.

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

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.

Fireball

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 Fireball

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.

Goblins Bomber Archers Knight Fireball Mini P.E.K.K.A Battle Ram Bomb Tower

Shortest cycle

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

10 Goblins Bomber Archers Knight

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 Battle Ram
Bomber
Knight Mini P.E.K.K.A Battle Ram
Archers
Knight Goblins Mini P.E.K.K.A Battle Ram
Knight
Archers Battle Ram Bomber Fireball
Fireball
Knight Battle Ram
Mini P.E.K.K.A
Bomber Archers
Battle Ram
Knight Goblins Bomber Archers Fireball
Bomb Tower

Defense Synergies 3 11

Goblins
Bomber Archers Knight
Bomber
Knight Goblins Mini P.E.K.K.A
Archers
Knight Goblins Mini P.E.K.K.A Bomb Tower
Knight
Bomber Archers Bomb Tower Goblins Fireball Mini P.E.K.K.A
Fireball
Knight Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A
Bomber Archers Knight Fireball Bomb Tower
Battle Ram
Bomb Tower
Knight Archers Fireball Mini P.E.K.K.A

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 Fireball
Mini P.E.K.K.A Bomb Tower Goblins Knight
Mini P.E.K.K.A Bomb Tower Goblins Bomber Archers Knight
Mini P.E.K.K.A Bomb Tower Goblins Knight
Bomber Fireball Mini P.E.K.K.A Bomb Tower
Fireball Goblins Bomber Archers Bomb Tower
Archers Fireball Bomb Tower
Fireball Bomb Tower
Mini P.E.K.K.A Goblins Bomb Tower
Knight Goblins Bomber Archers Mini P.E.K.K.A
Goblins Archers Bomber Knight Fireball Bomb Tower
Archers Fireball
Mini P.E.K.K.A Bomb Tower Bomber Knight Fireball
Bomber Fireball Bomb Tower Goblins Mini P.E.K.K.A
Mini P.E.K.K.A Knight Bomb Tower
Bomb Tower Fireball Mini P.E.K.K.A
Bomb Tower Goblins Bomber Knight Fireball Mini P.E.K.K.A
Fireball Bomb Tower Goblins Bomber Archers Knight
Bomb Tower Bomber Archers Knight Fireball
Mini P.E.K.K.A Bomb Tower
Bomber Goblins Archers Knight Fireball Mini P.E.K.K.A Bomb Tower

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 Goblins Archers Fireball
Fireball Bomber Archers Knight Mini P.E.K.K.A Bomb Tower
Goblins Knight Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A Knight Fireball
Knight Mini P.E.K.K.A
Fireball Archers Bomb Tower
Mini P.E.K.K.A Goblins Archers Knight Fireball Bomb Tower
Mini P.E.K.K.A Knight Bomb Tower
Goblins Knight Fireball Mini P.E.K.K.A Bomb Tower
Knight Mini P.E.K.K.A Bomb Tower
Fireball
Mini P.E.K.K.A Knight Fireball Bomb Tower
Bomber Archers Fireball Bomb Tower
Goblins Bomber Archers Knight Fireball Mini P.E.K.K.A Bomb Tower
Bomber Archers Fireball Mini P.E.K.K.A Bomb Tower
Bomber Fireball Bomb Tower

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.)

Fireball Knight
Fireball
Fireball
Knight Fireball
Bomber Fireball
Fireball
Bomber Archers
Fireball
Fireball
Goblins Fireball Mini P.E.K.K.A
Knight Fireball
Fireball Archers
Knight Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Fireball
Bomber Mini P.E.K.K.A
Bomber Archers Fireball Mini P.E.K.K.A
Bomber Fireball
Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Fireball
Fireball
Archers Fireball
Fireball
Fireball Mini P.E.K.K.A
Bomber Fireball
Fireball
Fireball
Archers Fireball
Fireball Archers
Fireball
Fireball Knight Mini P.E.K.K.A
Bomber Fireball
Fireball
Fireball
Fireball
Fireball
Fireball

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