My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Goblin Hut

Defensive buildings

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

Goblin Hut

Investments

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

Skeletons Archers Knight Battle Ram Goblin Hut

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

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.

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
Skeletons Archers Minions Battle Ram
Giant Snowball
Skeletons Archers Minions Battle Ram Goblin Hut
Zap
Skeletons Archers Minions Battle Ram Goblin Hut
Barbarian Barrel
Skeletons Archers Knight Battle Ram Goblin Hut
The Log
Skeletons Archers Mini P.E.K.K.A Battle Ram Goblin Hut
Earthquake
Skeletons Archers Goblin Hut
Arrows
Skeletons Archers Minions Goblin Hut
Royal Delivery
Skeletons Archers Knight Minions Mini P.E.K.K.A Battle Ram Goblin Hut
Fireball
Archers Minions Battle Ram Goblin Hut
Poison
Archers Minions Goblin Hut
Lightning
Knight Mini P.E.K.K.A Battle Ram Goblin Hut
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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

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.

Minions

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Archers Arrows Knight Minions Mini P.E.K.K.A Battle Ram Goblin Hut

Shortest cycle

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

10 Skeletons Archers Arrows Knight

Attack Synergies 3 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.

Skeletons
Archers
Knight Arrows Mini P.E.K.K.A Battle Ram Goblin Hut
Arrows
Archers Knight Mini P.E.K.K.A Battle Ram
Knight
Archers Minions Battle Ram Arrows Goblin Hut
Minions
Knight Mini P.E.K.K.A Battle Ram
Mini P.E.K.K.A
Archers Arrows Minions Goblin Hut
Battle Ram
Knight Archers Arrows Minions Goblin Hut
Goblin Hut
Archers Knight Mini P.E.K.K.A Battle Ram

Defense Synergies 2 14

Skeletons
Archers Knight Minions Mini P.E.K.K.A Goblin Hut
Archers
Knight Skeletons Minions Mini P.E.K.K.A Goblin Hut
Arrows
Knight Mini P.E.K.K.A Goblin Hut
Knight
Archers Minions Skeletons Arrows Mini P.E.K.K.A Goblin Hut
Minions
Knight Skeletons Archers
Mini P.E.K.K.A
Skeletons Archers Arrows Knight Goblin Hut
Battle Ram
Goblin Hut
Skeletons Archers Arrows Knight 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.

Knight Minions Goblin Hut
Mini P.E.K.K.A Skeletons Knight Minions Goblin Hut
Mini P.E.K.K.A Goblin Hut Skeletons Archers Knight Minions
Mini P.E.K.K.A Goblin Hut Skeletons Knight Minions
Arrows Mini P.E.K.K.A
Arrows Skeletons Archers Minions
Minions Archers Arrows Goblin Hut
Arrows
Mini P.E.K.K.A Skeletons Minions Goblin Hut
Knight Skeletons Archers Mini P.E.K.K.A
Archers Minions Skeletons Arrows Knight Goblin Hut
Arrows Minions Archers Goblin Hut
Mini P.E.K.K.A Goblin Hut Skeletons Knight Minions
Arrows Minions Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A Knight Goblin Hut
Mini P.E.K.K.A Goblin Hut
Skeletons Arrows Knight Minions Mini P.E.K.K.A Goblin Hut
Arrows Archers Knight Minions Goblin Hut
Arrows Archers Knight Minions Goblin Hut
Mini P.E.K.K.A Goblin Hut
Archers Arrows Knight Minions Mini P.E.K.K.A
Mini P.E.K.K.A

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 Skeletons Archers Goblin Hut
Archers Arrows Knight Mini P.E.K.K.A
Skeletons Knight Minions Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A Knight
Skeletons Knight Mini P.E.K.K.A Goblin Hut
Arrows Skeletons Archers Minions Goblin Hut
Mini P.E.K.K.A Skeletons Archers Knight Minions Goblin Hut
Mini P.E.K.K.A Knight
Skeletons Knight Minions Mini P.E.K.K.A Goblin Hut
Skeletons Goblin Hut
Knight Minions Mini P.E.K.K.A Goblin Hut
Arrows
Mini P.E.K.K.A Skeletons Knight
Archers
Goblin Hut Skeletons Archers Knight Minions Mini P.E.K.K.A
Arrows Minions Archers Mini P.E.K.K.A Goblin Hut
Arrows Goblin Hut

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 Knight
Arrows
Arrows Goblin Hut
Arrows Knight
Arrows
Arrows Minions
Archers Arrows
Arrows
Arrows
Minions Mini P.E.K.K.A
Arrows Knight
Archers Arrows
Knight Goblin Hut
Arrows Minions
Arrows Goblin Hut
Arrows Goblin Hut
Arrows Goblin Hut
Arrows
Minions Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A
Arrows
Minions
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Archers Arrows
Minions Goblin Hut
Mini P.E.K.K.A
Arrows
Arrows
Arrows
Archers Minions Goblin Hut
Archers Arrows
Arrows
Knight Mini P.E.K.K.A
Arrows
Arrows
Minions

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