My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Balloon P.E.K.K.A Electro Giant Skeleton King

Offensive cards

Win conditions

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

Balloon Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Giant Snowball Arrows Fireball Rage

Punishments

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

Balloon Electro 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.

Balloon P.E.K.K.A Electro Giant Skeleton King

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.

Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Arrows Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Arrows Fireball Electro Giant 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.

Arrows Rage P.E.K.K.A Electro Giant

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Rage Arrows Fireball Skeleton King Balloon P.E.K.K.A Electro Giant

Shortest cycle

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

11 Giant Snowball Rage Arrows Fireball

Attack Synergies 6 2

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.

Giant Snowball
Balloon P.E.K.K.A Fireball
Arrows
Fireball Balloon P.E.K.K.A
Fireball
Arrows Giant Snowball Skeleton King
Rage
Balloon
Balloon
Giant Snowball Arrows Rage
P.E.K.K.A
Giant Snowball Arrows
Electro Giant
Skeleton King
Fireball

Defense Synergies 0 3

Giant Snowball
P.E.K.K.A
Arrows
Fireball P.E.K.K.A
Fireball
Arrows
Rage
Balloon
P.E.K.K.A
Giant Snowball Arrows
Electro Giant
Skeleton King

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.

Fireball
P.E.K.K.A
P.E.K.K.A Giant Snowball
P.E.K.K.A Skeleton King
Arrows Fireball P.E.K.K.A
Arrows Fireball Giant Snowball
Giant Snowball Arrows Fireball
Arrows Fireball P.E.K.K.A Electro Giant
P.E.K.K.A Skeleton King
Giant Snowball
Giant Snowball Arrows Fireball Electro Giant Skeleton King
Arrows Giant Snowball Fireball
P.E.K.K.A Giant Snowball Fireball
Fireball Giant Snowball Arrows P.E.K.K.A Skeleton King
P.E.K.K.A Skeleton King
Giant Snowball Fireball P.E.K.K.A Electro Giant
Arrows Fireball P.E.K.K.A
Arrows Fireball Giant Snowball
Giant Snowball Arrows Fireball
P.E.K.K.A
Giant Snowball Arrows Fireball P.E.K.K.A Electro Giant
P.E.K.K.A

Counters to secondary win conditions

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

Giant Snowball Fireball P.E.K.K.A Electro Giant
Fireball Giant Snowball Arrows
P.E.K.K.A
P.E.K.K.A Fireball
P.E.K.K.A
Arrows Fireball Electro Giant Giant Snowball
P.E.K.K.A Fireball
P.E.K.K.A
P.E.K.K.A Giant Snowball Fireball
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Giant Snowball Arrows Fireball Electro Giant
P.E.K.K.A Fireball Skeleton King
Fireball Electro Giant
Electro Giant Fireball P.E.K.K.A Skeleton King
Arrows Giant Snowball Fireball P.E.K.K.A Electro Giant Skeleton King
Giant Snowball 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
Arrows Fireball Giant Snowball
Arrows Fireball
Arrows Fireball
Fireball Giant Snowball Arrows
Arrows Fireball Electro Giant Giant Snowball
Arrows
Arrows Fireball Giant Snowball
Arrows Fireball Giant Snowball
Giant Snowball Fireball
Arrows Fireball
Fireball Giant Snowball Arrows
Giant Snowball Fireball
Arrows Fireball
Giant Snowball Arrows Fireball
Giant Snowball Arrows Fireball
Arrows Fireball
Giant Snowball Arrows Fireball
Giant Snowball Arrows Fireball
Giant Snowball Arrows Fireball Electro Giant
Fireball
Giant Snowball Arrows Fireball
Giant Snowball Arrows Fireball
Giant Snowball Arrows Electro Giant Fireball
Arrows Fireball Giant Snowball
Fireball Giant Snowball Arrows
Fireball Arrows
Giant Snowball Arrows Fireball Electro Giant
Giant Snowball Fireball Electro Giant
Giant Snowball Fireball
Giant Snowball Arrows Fireball
Giant Snowball Arrows Fireball
P.E.K.K.A
Giant Snowball Arrows Fireball
Fireball
Fireball Giant Snowball Arrows
Arrows Fireball
Fireball
Arrows Giant Snowball Fireball Skeleton King
Giant Snowball Arrows Fireball Electro Giant
P.E.K.K.A
Electro Giant Giant Snowball Fireball Skeleton King
Giant Snowball Fireball
Giant Snowball Fireball Electro Giant
P.E.K.K.A
Fireball

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