My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

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.

Witch

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.

Knight Witch P.E.K.K.A

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.

Zap Arrows Fireball

Punishments

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

Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Knight P.E.K.K.A

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.

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
Goblin Barrel Guards
Giant Snowball
Goblin Barrel Guards Witch
Zap
Goblin Barrel Guards Witch
Barbarian Barrel
Knight Goblin Barrel Guards Witch
The Log
Goblin Barrel Guards Witch
Earthquake
Goblin Barrel Guards Witch
Arrows
Goblin Barrel Guards Witch
Royal Delivery
Knight Goblin Barrel Guards Witch P.E.K.K.A
Fireball
Goblin Barrel Witch
Poison
Guards Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball

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 Guards P.E.K.K.A

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 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.

Fireball Goblin Barrel Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Goblin Barrel Guards Fireball Witch P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Knight Goblin Barrel

Attack Synergies 6 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.

Zap
Arrows Fireball P.E.K.K.A Knight Guards Witch
Arrows
Zap Fireball P.E.K.K.A Knight Goblin Barrel
Knight
Goblin Barrel Zap Arrows Fireball Witch
Fireball
Zap Arrows Knight
Goblin Barrel
Knight Arrows Guards P.E.K.K.A
Guards
Zap Goblin Barrel
Witch
Zap Knight P.E.K.K.A
P.E.K.K.A
Zap Arrows Goblin Barrel Witch

Defense Synergies 1 11

Zap
Fireball Arrows Knight Guards Witch P.E.K.K.A
Arrows
Zap Knight Fireball P.E.K.K.A
Knight
Zap Arrows Fireball Witch
Fireball
Zap Arrows Knight
Goblin Barrel
Guards
Zap Witch
Witch
Zap Knight Guards
P.E.K.K.A
Zap Arrows

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 Knight Fireball
P.E.K.K.A Zap Knight Witch
Witch P.E.K.K.A Knight
Witch P.E.K.K.A Knight Guards
Arrows Fireball P.E.K.K.A
Arrows Fireball Zap Guards
Zap Arrows Fireball Witch
Zap Arrows Fireball P.E.K.K.A
Witch P.E.K.K.A
Knight Guards
Guards Witch Zap Arrows Knight Fireball
Arrows Zap Fireball Witch
P.E.K.K.A Zap Knight Fireball Guards Witch
Fireball Zap Arrows Guards Witch P.E.K.K.A
P.E.K.K.A Knight
Zap Fireball P.E.K.K.A
Arrows Knight Fireball Witch P.E.K.K.A
Arrows Fireball Zap Knight Guards Witch
Zap Arrows Witch Knight Fireball Guards
P.E.K.K.A
Arrows Knight Fireball Guards Witch 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 Guards Zap Fireball Witch P.E.K.K.A
Fireball Zap Arrows Knight
Guards P.E.K.K.A Zap Knight Witch
Guards P.E.K.K.A Zap Knight Fireball
P.E.K.K.A Knight Guards Witch
Arrows Fireball Zap Witch
Guards P.E.K.K.A Knight Fireball Witch
P.E.K.K.A Knight
Zap P.E.K.K.A Knight Fireball Witch
Witch P.E.K.K.A Guards
P.E.K.K.A Knight Guards Witch
P.E.K.K.A Zap Arrows Fireball Guards
P.E.K.K.A Knight Fireball Guards Witch
Fireball Witch
Guards Witch Zap Knight Fireball P.E.K.K.A
Arrows Zap Fireball Witch 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 Knight Guards
Arrows Fireball Zap
Arrows Fireball
Arrows Knight Fireball Guards
Fireball Zap Arrows
Arrows Fireball Zap Witch
Arrows Witch
Arrows Fireball Zap
Arrows Fireball Zap
Fireball Guards
Zap Arrows Knight Fireball
Fireball Zap Arrows
Knight Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Witch
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Witch
Witch
Arrows Fireball Zap Witch
Fireball Zap Arrows Witch
Fireball Zap Arrows
Zap Arrows Fireball Witch
Zap Fireball Guards Witch
Fireball
Zap Arrows Fireball
Zap Arrows Fireball
P.E.K.K.A
Arrows Fireball
Zap Fireball Guards Witch
Fireball Zap Arrows Witch
Arrows Fireball
Fireball Knight
Arrows Zap Fireball
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball Guards Witch
Zap Fireball Witch
Zap Fireball Witch
P.E.K.K.A
Fireball

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