My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

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 Fireball Rage Poison Lightning

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 Poison Lightning

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Poison

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.

Rage Poison 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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Cannon Goblin Barrel Fireball Poison Lightning P.E.K.K.A

Shortest cycle

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

10 Zap Rage Cannon Goblin Barrel

Attack Synergies 3 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.

Zap
Fireball P.E.K.K.A Poison
Cannon
Fireball
Zap
Rage
Goblin Barrel
P.E.K.K.A
Poison
P.E.K.K.A Zap
Lightning
P.E.K.K.A
Zap Poison Goblin Barrel

Defense Synergies 2 4

Zap
Cannon Fireball Poison P.E.K.K.A
Cannon
Zap Fireball Poison
Fireball
Zap Cannon
Rage
Goblin Barrel
Poison
Zap Cannon
Lightning
P.E.K.K.A
Zap

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.

Lightning Zap Cannon Fireball
P.E.K.K.A Zap Cannon
Cannon P.E.K.K.A Lightning
Cannon P.E.K.K.A
Lightning Fireball Poison P.E.K.K.A
Fireball Zap Cannon
Lightning Zap Cannon Fireball Poison
Lightning Zap Cannon Fireball Poison P.E.K.K.A
Cannon P.E.K.K.A
Cannon
Poison Zap Cannon Fireball
Zap Fireball Poison
Cannon P.E.K.K.A Zap Fireball Lightning
Fireball Zap Cannon Poison P.E.K.K.A
P.E.K.K.A Cannon
Zap Cannon Fireball Lightning P.E.K.K.A
Cannon Fireball Poison P.E.K.K.A
Cannon Fireball Zap
Zap Poison Cannon Fireball
P.E.K.K.A Cannon
Cannon Fireball Poison P.E.K.K.A

Counters to secondary win conditions

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

Zap Fireball P.E.K.K.A
Fireball Poison Zap Lightning
P.E.K.K.A Zap Lightning
Lightning P.E.K.K.A Zap Fireball
P.E.K.K.A Cannon
Fireball Poison Zap
P.E.K.K.A Fireball Lightning
P.E.K.K.A
Zap Lightning P.E.K.K.A Fireball Poison
P.E.K.K.A Cannon
P.E.K.K.A
Lightning P.E.K.K.A Zap Fireball Poison
Lightning P.E.K.K.A Cannon Fireball
Cannon Fireball
Zap Fireball Poison Lightning P.E.K.K.A
Poison Zap Cannon Fireball P.E.K.K.A
Zap Cannon 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 Poison Lightning
Fireball Poison Zap
Lightning Fireball Poison
Lightning Fireball Poison
Fireball Poison Zap
Fireball Poison Zap
Poison
Fireball Poison Zap Lightning
Fireball Poison Zap Lightning
Lightning Fireball Poison
Poison Lightning Zap Fireball
Fireball Poison Lightning Zap
Poison Lightning Fireball
Lightning Fireball Poison
Lightning Zap Fireball Poison
Lightning Zap Fireball Poison
Lightning Fireball Poison
Lightning Fireball Poison
Lightning
Lightning Zap Fireball Poison
Lightning Zap Fireball Poison
Lightning Fireball Poison
Lightning Fireball Poison
Lightning
Lightning Zap Fireball Poison
Zap Poison Fireball
Fireball Poison Zap Lightning
Fireball Lightning Zap Poison
Fireball Poison Lightning Zap
Poison Lightning Zap Fireball
Zap Lightning Fireball Poison
Lightning Fireball
Poison Lightning Zap Fireball
Zap Lightning Fireball Poison
P.E.K.K.A
Fireball Poison Lightning
Zap Lightning Fireball
Fireball Poison Lightning Zap
Fireball
Fireball Poison Lightning
Zap Fireball Poison Lightning
Lightning Zap Fireball Poison
P.E.K.K.A
Zap Fireball Poison Lightning
Zap Fireball Poison Lightning
Poison Lightning Zap Fireball
P.E.K.K.A
Fireball Lightning

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