My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion Goblin Giant

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 Mega Minion Goblin Giant P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Arrows Rage

Punishments

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

Goblin Giant

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.

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

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

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 Mega Minion Rage P.E.K.K.A

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 Rage Arrows Knight Mega Minion Goblinstein Goblin Giant P.E.K.K.A

Shortest cycle

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

10 Zap Rage Arrows Knight

Attack Synergies 7 5

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 Mega Minion Goblin Giant P.E.K.K.A Knight
Arrows
Zap P.E.K.K.A Knight Mega Minion Goblin Giant
Knight
Mega Minion Zap Arrows
Mega Minion
Zap Knight Goblin Giant Arrows
Rage
Goblin Giant
Goblin Giant
Zap Mega Minion Arrows Rage
P.E.K.K.A
Zap Arrows
Goblinstein

Defense Synergies 3 6

Zap
Mega Minion Goblin Giant Arrows Knight P.E.K.K.A
Arrows
Zap Knight Mega Minion P.E.K.K.A
Knight
Mega Minion Zap Arrows
Mega Minion
Zap Knight Arrows
Rage
Goblin Giant
Zap
P.E.K.K.A
Zap Arrows
Goblinstein

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 Mega Minion Goblin Giant
P.E.K.K.A Zap Knight Mega Minion
P.E.K.K.A Knight Mega Minion
P.E.K.K.A Knight Mega Minion
Arrows P.E.K.K.A
Arrows Zap Mega Minion
Mega Minion Zap Arrows
Zap Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A
Knight
Zap Arrows Knight Mega Minion Goblin Giant
Arrows Mega Minion Zap
P.E.K.K.A Zap Knight
Zap Arrows Mega Minion P.E.K.K.A
P.E.K.K.A Knight
Zap P.E.K.K.A
Arrows Knight P.E.K.K.A
Arrows Zap Knight Mega Minion
Zap Arrows Knight Mega Minion
P.E.K.K.A
Arrows Knight Goblin Giant P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A
Zap Arrows Knight Mega Minion
P.E.K.K.A Zap Knight Goblin Giant
P.E.K.K.A Zap Knight Goblin Giant
P.E.K.K.A Knight Goblin Giant
Arrows Zap Goblin Giant
P.E.K.K.A Knight Mega Minion Goblin Giant
P.E.K.K.A Knight Goblin Giant
Zap P.E.K.K.A Knight Mega Minion
P.E.K.K.A Mega Minion Goblin Giant
P.E.K.K.A Knight Mega Minion
P.E.K.K.A Zap Arrows Goblin Giant
P.E.K.K.A Knight Goblin Giant
Zap Knight Mega Minion Goblin Giant P.E.K.K.A
Arrows Zap Mega Minion P.E.K.K.A
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 Goblin Giant
Arrows Knight
Zap Arrows
Arrows Zap Mega Minion Goblin Giant
Arrows
Arrows Zap
Arrows Zap
Zap Arrows Knight
Zap Arrows
Knight
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Zap Arrows Mega Minion
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Mega Minion
Arrows Zap
Zap Arrows
Zap Arrows
Zap Arrows
Zap Mega Minion
Mega Minion
Zap Arrows
Zap Arrows
P.E.K.K.A
Arrows
Zap
Zap Arrows Mega Minion
Arrows
Knight Mega Minion
Arrows Zap
Zap Arrows
Mega Minion P.E.K.K.A
Zap
Zap
Zap Goblin Giant
P.E.K.K.A

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