My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!

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 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.

Missing

Damage spells

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

Zap Arrows Fireball

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 Mega Knight

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.

Mini P.E.K.K.A 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.

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
Archers Guards
Giant Snowball
Archers Guards
Zap
Archers Guards
Barbarian Barrel
Archers Guards
The Log
Archers Mini P.E.K.K.A Guards
Earthquake
Archers Guards
Arrows
Archers Guards
Royal Delivery
Archers Mini P.E.K.K.A Guards P.E.K.K.A
Fireball
Archers
Poison
Archers Guards
Lightning
Mini P.E.K.K.A
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 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.

Arrows Mini P.E.K.K.A Guards 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Arrows Guards Fireball Mini P.E.K.K.A P.E.K.K.A Mega Knight

Shortest cycle

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

11 Zap Archers Arrows Guards

Attack Synergies 5 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.

Zap
Arrows Fireball P.E.K.K.A Archers Mini P.E.K.K.A Guards Mega Knight
Archers
Zap Arrows Mini P.E.K.K.A P.E.K.K.A Mega Knight
Arrows
Zap Fireball P.E.K.K.A Archers Mini P.E.K.K.A Mega Knight
Fireball
Zap Arrows Mega Knight
Mini P.E.K.K.A
Zap Archers Arrows Mega Knight
Guards
Zap
P.E.K.K.A
Zap Arrows Archers
Mega Knight
Zap Archers Arrows Fireball Mini P.E.K.K.A

Defense Synergies 4 14

Zap
Fireball Mini P.E.K.K.A Mega Knight Archers Arrows Guards P.E.K.K.A
Archers
Zap Mini P.E.K.K.A Guards P.E.K.K.A Mega Knight
Arrows
Mega Knight Zap Fireball Mini P.E.K.K.A P.E.K.K.A
Fireball
Zap Arrows Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Zap Archers Arrows Fireball Guards
Guards
Zap Archers Mini P.E.K.K.A
P.E.K.K.A
Zap Archers Arrows
Mega Knight
Zap Arrows Archers Fireball

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 Fireball
Mini P.E.K.K.A P.E.K.K.A Zap Mega Knight
Mini P.E.K.K.A P.E.K.K.A Mega Knight Archers
Mini P.E.K.K.A P.E.K.K.A Guards Mega Knight
Arrows Fireball Mini P.E.K.K.A P.E.K.K.A Mega Knight
Arrows Fireball Zap Archers Guards Mega Knight
Zap Archers Arrows Fireball
Zap Arrows Fireball P.E.K.K.A Mega Knight
Mini P.E.K.K.A P.E.K.K.A
Guards Archers Mini P.E.K.K.A Mega Knight
Archers Guards Zap Arrows Fireball Mega Knight
Arrows Zap Archers Fireball
Mini P.E.K.K.A P.E.K.K.A Mega Knight Zap Fireball Guards
Fireball Mega Knight Zap Arrows Mini P.E.K.K.A Guards P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Zap Fireball Mini P.E.K.K.A P.E.K.K.A Mega Knight
Mega Knight Arrows Fireball Mini P.E.K.K.A P.E.K.K.A
Arrows Fireball Mega Knight Zap Archers Guards
Zap Arrows Archers Fireball Guards Mega Knight
Mini P.E.K.K.A P.E.K.K.A
Mega Knight Archers Arrows Fireball Mini P.E.K.K.A Guards P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Mega Knight Zap Archers Fireball P.E.K.K.A
Fireball Zap Archers Arrows Mini P.E.K.K.A Mega Knight
Guards P.E.K.K.A Mega Knight Zap Mini P.E.K.K.A
Mini P.E.K.K.A Guards P.E.K.K.A Mega Knight Zap Fireball
P.E.K.K.A Mini P.E.K.K.A Guards Mega Knight
Arrows Fireball Zap Archers
Mini P.E.K.K.A Guards P.E.K.K.A Archers Fireball
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Fireball Mini P.E.K.K.A
P.E.K.K.A Guards
P.E.K.K.A Mega Knight Mini P.E.K.K.A Guards
P.E.K.K.A Mega Knight Zap Arrows Fireball Guards
Mini P.E.K.K.A P.E.K.K.A Mega Knight Fireball Guards
Archers Fireball Mega Knight
Guards Zap Archers Fireball Mini P.E.K.K.A P.E.K.K.A
Arrows Mega Knight Zap Archers Fireball Mini P.E.K.K.A 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 Guards
Arrows Fireball Zap
Arrows Fireball
Arrows Fireball Guards
Fireball Zap Arrows Mega Knight
Arrows Fireball Zap
Archers Arrows
Arrows Fireball Zap
Arrows Fireball Zap
Fireball Mini P.E.K.K.A Guards
Zap Arrows Fireball
Fireball Zap Archers Arrows
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Mini P.E.K.K.A
Zap Archers Arrows Fireball Mini P.E.K.K.A Mega Knight
Zap Arrows Fireball Mega Knight
Fireball Mega Knight
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Mega Knight
Arrows Fireball Zap
Fireball Zap Arrows Mega Knight
Fireball Zap Arrows
Zap Archers Arrows Fireball
Zap Fireball Guards
Fireball Mini P.E.K.K.A
Zap Arrows Fireball Mega Knight
Zap Arrows Fireball
P.E.K.K.A Mega Knight
Arrows Fireball
Zap Archers Fireball Guards
Fireball Zap Archers Arrows
Arrows Fireball
Fireball Mini P.E.K.K.A Mega Knight
Arrows Zap Fireball
Zap Arrows Fireball
P.E.K.K.A Mega Knight
Zap Fireball Guards
Zap Fireball
Zap Fireball Mega Knight
P.E.K.K.A
Fireball Mega Knight

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