My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

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 Knight P.E.K.K.A Goblinstein

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.

Zap Arrows Fireball

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 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
Archers
Giant Snowball
Goblins Archers
Zap
Goblins Archers
Barbarian Barrel
Goblins Archers Knight
The Log
Goblins Archers
Earthquake
Archers
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Knight P.E.K.K.A
Fireball
Archers
Poison
Archers
Lightning
Knight Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Knight 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

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 Zap Archers Arrows Knight Fireball Goblinstein P.E.K.K.A

Shortest cycle

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

10 Goblins Zap Archers Arrows

Attack Synergies 6 8

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
Zap Archers
Zap
Arrows Fireball P.E.K.K.A Goblins Archers Knight
Archers
Knight Goblins Zap Arrows P.E.K.K.A
Arrows
Zap Fireball P.E.K.K.A Archers Knight
Knight
Archers Zap Arrows Fireball
Fireball
Zap Arrows Knight
P.E.K.K.A
Zap Arrows Archers
Goblinstein

Defense Synergies 2 12

Goblins
Zap Archers Knight
Zap
Fireball Goblins Archers Arrows Knight P.E.K.K.A
Archers
Knight Goblins Zap P.E.K.K.A
Arrows
Zap Knight Fireball P.E.K.K.A
Knight
Archers Goblins Zap Arrows Fireball
Fireball
Zap Arrows Knight
P.E.K.K.A
Zap Archers Arrows
Goblinstein

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.

Zap Knight Fireball
P.E.K.K.A Goblins Zap Knight
P.E.K.K.A Goblins Archers Knight
P.E.K.K.A Goblins Knight
Arrows Fireball P.E.K.K.A
Arrows Fireball Goblins Zap Archers
Zap Archers Arrows Fireball
Zap Arrows Fireball P.E.K.K.A
P.E.K.K.A Goblins
Knight Goblins Archers
Goblins Archers Zap Arrows Knight Fireball
Arrows Zap Archers Fireball
P.E.K.K.A Zap Knight Fireball
Fireball Goblins Zap Arrows P.E.K.K.A
P.E.K.K.A Knight
Zap Fireball P.E.K.K.A
Goblins Arrows Knight Fireball P.E.K.K.A
Arrows Fireball Goblins Zap Archers Knight
Zap Arrows Archers Knight Fireball
P.E.K.K.A
Goblins Archers Arrows Knight Fireball P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblins Zap Archers Fireball P.E.K.K.A
Fireball Zap Archers Arrows Knight
P.E.K.K.A Goblins Zap Knight
P.E.K.K.A Zap Knight Fireball
P.E.K.K.A Knight
Arrows Fireball Zap Archers
P.E.K.K.A Goblins Archers Knight Fireball
P.E.K.K.A Knight
Zap P.E.K.K.A Goblins Knight Fireball
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Arrows Fireball
P.E.K.K.A Knight Fireball
Archers Fireball
Goblins Zap Archers Knight Fireball P.E.K.K.A
Arrows Zap Archers Fireball P.E.K.K.A
Zap Arrows Fireball

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 Arrows Knight
Arrows Fireball Zap
Arrows Fireball
Arrows Knight Fireball
Fireball Zap Arrows
Arrows Fireball Zap
Archers Arrows
Arrows Fireball Zap
Arrows Fireball Zap
Goblins Fireball
Zap Arrows Knight Fireball
Fireball Zap Archers Arrows
Knight Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball
Arrows Fireball
Zap Archers Arrows Fireball
Zap Arrows Fireball
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball Zap
Fireball Zap Arrows
Fireball Zap Arrows
Zap Archers Arrows Fireball
Zap Fireball
Fireball
Zap Arrows Fireball
Zap Arrows Fireball
P.E.K.K.A
Arrows Fireball
Zap Archers Fireball
Fireball Zap Archers Arrows
Arrows Fireball
Fireball Knight
Arrows Zap Fireball
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Fireball

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