My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Goblin Giant Magic Archer Ram Rider

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.

Giant Giant Skeleton Goblin Giant Magic Archer Ram Rider

Offensive cards

Win conditions

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

Giant Goblin Giant Ram Rider

Damage spells

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

Zap

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 Giant Goblin Giant Ram Rider

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.

Mini P.E.K.K.A Giant Giant Skeleton Goblin Giant Magic Archer Ram Rider

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 Giant Skeleton Magic Archer Ram Rider

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
Minions Giant Giant Skeleton Ram Rider
Giant Snowball
Minions Ram Rider
Zap
Minions Goblin Giant Ram Rider
Barbarian Barrel
Giant Skeleton Magic Archer
The Log
Mini P.E.K.K.A Giant Skeleton Ram Rider
Earthquake
Arrows
Minions
Royal Delivery
Minions Mini P.E.K.K.A Giant Skeleton Magic Archer Ram Rider
Fireball
Minions Magic Archer Ram Rider
Poison
Minions Magic Archer
Lightning
Mini P.E.K.K.A Magic Archer Ram Rider
Rocket
Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer

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.

Mini P.E.K.K.A Giant Skeleton

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.

Minions

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 Minions Mini P.E.K.K.A Magic Archer Giant Ram Rider Giant Skeleton Goblin Giant

Shortest cycle

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

13 Zap Minions Mini P.E.K.K.A Magic Archer

Attack Synergies 6 15

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
Giant Goblin Giant Ram Rider Minions Mini P.E.K.K.A Giant Skeleton Magic Archer
Minions
Giant Zap Mini P.E.K.K.A Giant Skeleton Goblin Giant Ram Rider
Mini P.E.K.K.A
Giant Zap Minions Giant Skeleton Goblin Giant Magic Archer Ram Rider
Giant
Zap Minions Mini P.E.K.K.A Magic Archer
Giant Skeleton
Zap Minions Mini P.E.K.K.A Magic Archer
Goblin Giant
Zap Minions Mini P.E.K.K.A Magic Archer
Magic Archer
Ram Rider Zap Mini P.E.K.K.A Giant Giant Skeleton Goblin Giant
Ram Rider
Zap Magic Archer Minions Mini P.E.K.K.A

Defense Synergies 2 12

Zap
Mini P.E.K.K.A Goblin Giant Minions Giant Skeleton Magic Archer Ram Rider
Minions
Zap Giant Skeleton Goblin Giant Ram Rider
Mini P.E.K.K.A
Zap Magic Archer Ram Rider
Giant
Giant Skeleton
Zap Minions Magic Archer
Goblin Giant
Zap Minions Magic Archer
Magic Archer
Zap Mini P.E.K.K.A Giant Skeleton Goblin Giant Ram Rider
Ram Rider
Zap Minions Mini P.E.K.K.A Magic Archer

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 Minions Goblin Giant Magic Archer Ram Rider
Mini P.E.K.K.A Zap Minions Ram Rider
Mini P.E.K.K.A Ram Rider Minions Giant Skeleton
Mini P.E.K.K.A Minions Ram Rider
Mini P.E.K.K.A Giant Skeleton
Zap Minions Magic Archer
Minions Ram Rider Zap Magic Archer
Zap Giant Skeleton Goblin Giant Magic Archer Ram Rider
Mini P.E.K.K.A Minions
Mini P.E.K.K.A Giant Skeleton
Minions Zap Giant Skeleton Goblin Giant Magic Archer Ram Rider
Minions Zap Magic Archer Ram Rider
Mini P.E.K.K.A Zap Minions Giant Skeleton Ram Rider
Zap Minions Mini P.E.K.K.A Magic Archer
Mini P.E.K.K.A Ram Rider
Zap Mini P.E.K.K.A Ram Rider
Minions Mini P.E.K.K.A
Zap Minions Magic Archer Ram Rider
Zap Minions Giant Skeleton Magic Archer Ram Rider
Mini P.E.K.K.A Ram Rider
Minions Mini P.E.K.K.A Giant Skeleton Goblin Giant
Mini 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 Zap Giant Skeleton
Zap Mini P.E.K.K.A Magic Archer
Giant Skeleton Zap Minions Mini P.E.K.K.A Goblin Giant Ram Rider
Mini P.E.K.K.A Giant Skeleton Zap Goblin Giant Ram Rider
Giant Skeleton Mini P.E.K.K.A Goblin Giant Ram Rider
Zap Minions Goblin Giant Magic Archer Ram Rider
Mini P.E.K.K.A Minions Giant Skeleton Goblin Giant Ram Rider
Mini P.E.K.K.A Giant Skeleton Goblin Giant
Zap Giant Skeleton Minions Mini P.E.K.K.A Magic Archer
Goblin Giant
Minions Mini P.E.K.K.A Giant Skeleton
Zap Giant Skeleton Goblin Giant
Mini P.E.K.K.A Giant Skeleton Goblin Giant Ram Rider
Magic Archer
Zap Minions Mini P.E.K.K.A Giant Skeleton Goblin Giant Magic Archer
Minions Zap Mini P.E.K.K.A Giant Skeleton Magic Archer
Zap

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.)

Magic Archer Giant Skeleton
Zap Magic Archer Ram Rider
Giant Skeleton Goblin Giant Magic Archer
Giant Skeleton
Zap Magic Archer
Zap Minions Goblin Giant Magic Archer Ram Rider
Magic Archer
Zap Magic Archer Ram Rider
Zap Ram Rider
Minions Mini P.E.K.K.A
Zap Magic Archer Ram Rider
Zap Magic Archer
Magic Archer
Minions Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Minions Mini P.E.K.K.A
Zap Mini P.E.K.K.A Magic Archer
Zap Magic Archer
Minions Giant Skeleton Magic Archer
Zap
Zap Magic Archer
Zap Magic Archer Ram Rider
Zap Magic Archer Ram Rider
Zap Magic Archer
Zap Magic Archer
Zap Minions
Mini P.E.K.K.A
Zap Magic Archer
Zap Magic Archer
Giant Skeleton
Magic Archer
Zap Minions Magic Archer
Zap Magic Archer Ram Rider
Mini P.E.K.K.A Magic Archer
Zap Magic Archer
Zap Giant Skeleton
Zap Minions Giant Skeleton Magic Archer
Zap Magic Archer
Zap Giant Skeleton Goblin Giant Magic Archer

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