My Best Clash Royale Deck

Deck Check Rating

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

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.

Musketeer

Defensive buildings

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

Goblin Cage

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 Musketeer Goblin Cage Giant

Offensive cards

Win conditions

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

Giant

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 Giant

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 Giant

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 Giant
Giant Snowball
Goblins Bomber Musketeer
Zap
Goblins Bomber
Barbarian Barrel
Goblins Bomber Knight Musketeer Goblin Cage
The Log
Goblins Bomber Mini P.E.K.K.A Musketeer Goblin Cage
Earthquake
Bomber Goblin Cage
Arrows
Goblins Bomber
Royal Delivery
Goblins Bomber Knight Mini P.E.K.K.A Musketeer Goblin Cage
Fireball
Bomber Musketeer Goblin Cage
Poison
Bomber Musketeer Goblin Cage
Lightning
Knight Mini P.E.K.K.A Musketeer Goblin Cage
Rocket
Musketeer

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

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

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 Musketeer

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bomber Knight Fireball Mini P.E.K.K.A Musketeer Goblin Cage Giant

Shortest cycle

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

11 Goblins Bomber Knight Fireball

Attack Synergies 4 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
Giant
Bomber
Giant Knight Mini P.E.K.K.A Goblin Cage
Knight
Musketeer Bomber Fireball
Fireball
Knight Giant
Mini P.E.K.K.A
Giant Bomber Musketeer
Musketeer
Knight Giant Mini P.E.K.K.A Goblin Cage
Goblin Cage
Bomber Musketeer Giant
Giant
Bomber Mini P.E.K.K.A Musketeer Goblins Fireball Goblin Cage

Defense Synergies 2 14

Goblins
Bomber Knight Musketeer Goblin Cage
Bomber
Knight Goblins Mini P.E.K.K.A Goblin Cage
Knight
Bomber Musketeer Goblins Fireball Mini P.E.K.K.A Goblin Cage
Fireball
Knight Mini P.E.K.K.A Musketeer Goblin Cage
Mini P.E.K.K.A
Bomber Knight Fireball Musketeer
Musketeer
Knight Goblins Fireball Mini P.E.K.K.A Goblin Cage
Goblin Cage
Goblins Bomber Knight Fireball Musketeer
Giant

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 Musketeer Goblin Cage
Mini P.E.K.K.A Goblins Knight Musketeer Goblin Cage
Mini P.E.K.K.A Goblin Cage Goblins Bomber Knight Musketeer
Mini P.E.K.K.A Goblin Cage Goblins Knight Musketeer
Bomber Fireball Mini P.E.K.K.A Goblin Cage
Fireball Goblins Bomber Musketeer
Musketeer Fireball Goblin Cage
Fireball Musketeer Goblin Cage
Mini P.E.K.K.A Goblins Musketeer Goblin Cage
Knight Goblins Bomber Mini P.E.K.K.A Musketeer
Goblins Bomber Knight Fireball Musketeer
Musketeer Fireball
Mini P.E.K.K.A Goblin Cage Bomber Knight Fireball Musketeer
Bomber Fireball Goblins Mini P.E.K.K.A Goblin Cage
Mini P.E.K.K.A Knight Goblin Cage
Fireball Mini P.E.K.K.A Goblin Cage
Goblins Bomber Knight Fireball Mini P.E.K.K.A Musketeer Goblin Cage
Fireball Goblin Cage Goblins Bomber Knight Musketeer
Goblin Cage Bomber Knight Fireball Musketeer
Mini P.E.K.K.A Musketeer Goblin Cage
Bomber Goblins Knight Fireball Mini P.E.K.K.A Musketeer

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 Fireball Goblin Cage
Fireball Bomber Knight Mini P.E.K.K.A Musketeer
Goblins Knight Mini P.E.K.K.A Musketeer Goblin Cage
Mini P.E.K.K.A Knight Fireball Musketeer Goblin Cage
Knight Mini P.E.K.K.A Musketeer Goblin Cage
Fireball Musketeer
Mini P.E.K.K.A Goblins Knight Fireball Musketeer Goblin Cage
Mini P.E.K.K.A Knight Goblin Cage
Goblin Cage Goblins Knight Fireball Mini P.E.K.K.A
Musketeer Goblin Cage
Knight Mini P.E.K.K.A Musketeer Goblin Cage
Fireball Goblin Cage
Mini P.E.K.K.A Knight Fireball Goblin Cage
Bomber Fireball Musketeer Goblin Cage
Goblins Bomber Knight Fireball Mini P.E.K.K.A Musketeer Goblin Cage
Bomber Fireball Mini P.E.K.K.A Musketeer Goblin Cage
Bomber Fireball Goblin Cage

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

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