My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!
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.

Bats Firecracker

Defensive buildings

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

Cannon

Investments

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

Skeletons Bats Firecracker P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

P.E.K.K.A Mega Knight

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.

Firecracker Goblin Barrel

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 Bats Goblin Barrel
Giant Snowball
Skeletons Bats Cannon Goblin Barrel
Zap
Skeletons Bats Cannon Firecracker Goblin Barrel
Barbarian Barrel
Skeletons Cannon Firecracker Goblin Barrel
The Log
Skeletons Cannon Firecracker Goblin Barrel
Earthquake
Skeletons Cannon Firecracker Goblin Barrel
Arrows
Skeletons Bats Firecracker Goblin Barrel
Royal Delivery
Skeletons Bats Firecracker Goblin Barrel P.E.K.K.A
Fireball
Cannon Firecracker Goblin Barrel
Poison
Bats Cannon Firecracker
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mega Knight

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.

Bats Arrows P.E.K.K.A Mega Knight

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.

Goblin Barrel

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.

Goblin Barrel

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.

Skeletons Bats Arrows Cannon Firecracker Goblin Barrel P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons Bats Arrows Cannon

Attack Synergies 2 10

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
Bats
Mega Knight Firecracker Goblin Barrel P.E.K.K.A
Arrows
P.E.K.K.A Goblin Barrel Mega Knight
Cannon
Firecracker
Bats Goblin Barrel P.E.K.K.A Mega Knight
Goblin Barrel
Bats Arrows Firecracker P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Bats Firecracker Goblin Barrel
Mega Knight
Bats Arrows Firecracker Goblin Barrel

Defense Synergies 2 12

Skeletons
Cannon Bats Firecracker P.E.K.K.A
Bats
Skeletons Cannon Firecracker P.E.K.K.A Mega Knight
Arrows
Mega Knight Cannon P.E.K.K.A
Cannon
Skeletons Bats Arrows Firecracker
Firecracker
Skeletons Bats Cannon P.E.K.K.A Mega Knight
Goblin Barrel
P.E.K.K.A
Skeletons Bats Arrows Firecracker
Mega Knight
Arrows Bats Firecracker

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.

Cannon Firecracker
P.E.K.K.A Skeletons Bats Cannon Firecracker Mega Knight
Cannon P.E.K.K.A Mega Knight Skeletons Bats
Cannon P.E.K.K.A Skeletons Bats Firecracker Mega Knight
Arrows Firecracker P.E.K.K.A Mega Knight
Arrows Skeletons Bats Cannon Firecracker Mega Knight
Bats Arrows Cannon Firecracker
Arrows Cannon P.E.K.K.A Mega Knight
Cannon P.E.K.K.A Skeletons
Skeletons Cannon Firecracker Mega Knight
Bats Skeletons Arrows Cannon Firecracker Mega Knight
Arrows Bats Firecracker
Cannon P.E.K.K.A Mega Knight Skeletons Bats
Mega Knight Bats Arrows Cannon Firecracker P.E.K.K.A
P.E.K.K.A Cannon Mega Knight
Cannon P.E.K.K.A Mega Knight
Mega Knight Skeletons Bats Arrows Cannon Firecracker P.E.K.K.A
Arrows Cannon Mega Knight Bats Firecracker
Arrows Bats Cannon Firecracker Mega Knight
P.E.K.K.A Cannon
Mega Knight Bats Arrows Cannon Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Skeletons P.E.K.K.A
Arrows Firecracker Mega Knight
P.E.K.K.A Mega Knight Skeletons Bats
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Skeletons Cannon Mega Knight
Arrows Firecracker Skeletons Bats
P.E.K.K.A Skeletons Bats
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Skeletons Bats Firecracker
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Skeletons Cannon
Cannon Firecracker Mega Knight
Skeletons Bats Firecracker P.E.K.K.A
Bats Arrows Mega Knight Cannon Firecracker P.E.K.K.A
Arrows Cannon

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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Bats
Arrows Firecracker Mega Knight
Arrows Firecracker Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight
Arrows Firecracker
Arrows Mega Knight
Arrows Firecracker
Bats Arrows Firecracker
Bats Firecracker
Arrows Mega Knight
Arrows Firecracker
P.E.K.K.A Mega Knight
Arrows Firecracker
Bats
Arrows Firecracker
Arrows
Firecracker Mega Knight
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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