My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins

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.

Skeletons Spear Goblins Knight P.E.K.K.A Mega Knight Skeleton King

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

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mega Knight

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.

Spear Goblins Knight P.E.K.K.A Mega Knight Skeleton King

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 Spear Goblins Skeleton King
Giant Snowball
Skeletons Spear Goblins Skeleton King
Zap
Skeletons Spear Goblins Skeleton King
Barbarian Barrel
Skeletons Spear Goblins Knight Skeleton King
The Log
Skeletons Spear Goblins Skeleton King
Earthquake
Skeletons Spear Goblins Skeleton King
Arrows
Skeletons Spear Goblins Skeleton King
Royal Delivery
Skeletons Spear Goblins Knight P.E.K.K.A Skeleton King
Fireball
Skeleton King
Poison
Spear Goblins Skeleton King
Lightning
Knight Skeleton King
Rocket
Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Mega Knight Skeleton King

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.

Spear Goblins Arrows Knight P.E.K.K.A Mega Knight

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 Spear Goblins Zap Arrows Knight Skeleton King P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Spear Goblins Zap Arrows

Attack Synergies 4 6

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
Spear Goblins
Knight Zap Mega Knight
Zap
Arrows P.E.K.K.A Spear Goblins Knight Mega Knight
Arrows
Zap P.E.K.K.A Knight Mega Knight
Knight
Spear Goblins Zap Arrows
P.E.K.K.A
Zap Arrows
Mega Knight
Spear Goblins Zap Arrows
Skeleton King

Defense Synergies 3 14

Skeletons
Spear Goblins Zap Knight P.E.K.K.A
Spear Goblins
Knight Skeletons Zap Arrows P.E.K.K.A Mega Knight Skeleton King
Zap
Mega Knight Skeletons Spear Goblins Arrows Knight P.E.K.K.A
Arrows
Mega Knight Spear Goblins Zap Knight P.E.K.K.A
Knight
Spear Goblins Skeletons Zap Arrows
P.E.K.K.A
Skeletons Spear Goblins Zap Arrows
Mega Knight
Zap Arrows Spear Goblins
Skeleton King
Spear Goblins

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.

Spear Goblins Zap Knight
P.E.K.K.A Skeletons Zap Knight Mega Knight
P.E.K.K.A Mega Knight Skeletons Knight
P.E.K.K.A Skeletons Knight Mega Knight Skeleton King
Arrows P.E.K.K.A Mega Knight
Arrows Skeletons Spear Goblins Zap Mega Knight
Spear Goblins Zap Arrows
Zap Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons Skeleton King
Knight Skeletons Spear Goblins Mega Knight
Skeletons Spear Goblins Zap Arrows Knight Mega Knight Skeleton King
Arrows Spear Goblins Zap
P.E.K.K.A Mega Knight Skeletons Zap Knight
Mega Knight Zap Arrows P.E.K.K.A Skeleton King
P.E.K.K.A Knight Mega Knight Skeleton King
Zap P.E.K.K.A Mega Knight
Mega Knight Skeletons Arrows Knight P.E.K.K.A
Arrows Mega Knight Spear Goblins Zap Knight
Zap Arrows Spear Goblins Knight Mega Knight
P.E.K.K.A
Mega Knight Spear Goblins Arrows Knight P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Spear Goblins Zap P.E.K.K.A
Zap Arrows Knight Mega Knight
P.E.K.K.A Mega Knight Skeletons Spear Goblins Zap Knight
P.E.K.K.A Mega Knight Zap Knight
P.E.K.K.A Skeletons Knight Mega Knight
Arrows Skeletons Zap
P.E.K.K.A Skeletons Spear Goblins Knight
P.E.K.K.A Mega Knight Knight
Zap P.E.K.K.A Mega Knight Skeletons Spear Goblins Knight
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight Skeletons Knight Skeleton King
Mega Knight
Skeletons Spear Goblins Zap Knight P.E.K.K.A Skeleton King
Arrows Mega Knight Zap P.E.K.K.A Skeleton King
Zap Arrows

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 Zap
Arrows
Arrows Knight
Zap Arrows Mega Knight
Arrows Spear Goblins Zap
Arrows
Arrows Zap
Arrows Zap
Zap Arrows Knight
Zap Arrows
Knight
Arrows
Zap Arrows
Spear Goblins Zap Arrows
Arrows Mega Knight
Arrows
Zap Arrows Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight
Arrows Zap
Zap Arrows Mega Knight
Zap Arrows
Zap Arrows
Zap
Zap Arrows Mega Knight
Zap Arrows
P.E.K.K.A Mega Knight
Arrows
Zap Spear Goblins
Zap Arrows
Arrows
Knight Mega Knight
Arrows Zap Skeleton King
Zap Arrows
P.E.K.K.A Mega Knight
Zap Skeleton King
Zap
Zap Mega Knight
P.E.K.K.A
Mega Knight

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