My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Archers Firecracker 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.

Bats Archers Firecracker Goblin Giant Mega Knight

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.

Arrows Rage

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 Goblin Giant Mega Knight

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 Goblin Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Bats Arrows Mini P.E.K.K.A Rage Mega Knight

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.

Bats Rage Archers Arrows Firecracker Mini P.E.K.K.A Goblin Giant Mega Knight

Shortest cycle

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

10 Bats Rage Archers Arrows

Attack Synergies 1 18

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.

Bats
Mega Knight Firecracker Mini P.E.K.K.A Rage Goblin Giant
Archers
Arrows Mini P.E.K.K.A Goblin Giant Mega Knight
Arrows
Archers Mini P.E.K.K.A Goblin Giant Mega Knight
Firecracker
Bats Mini P.E.K.K.A Goblin Giant Mega Knight
Mini P.E.K.K.A
Bats Archers Arrows Firecracker Rage Goblin Giant Mega Knight
Rage
Bats Mini P.E.K.K.A Goblin Giant
Goblin Giant
Bats Archers Arrows Firecracker Mini P.E.K.K.A Rage
Mega Knight
Bats Archers Arrows Firecracker Mini P.E.K.K.A

Defense Synergies 1 11

Bats
Firecracker Mini P.E.K.K.A Goblin Giant Mega Knight
Archers
Firecracker Mini P.E.K.K.A Goblin Giant Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A
Firecracker
Bats Archers Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Bats Archers Arrows Firecracker
Rage
Goblin Giant
Bats Archers
Mega Knight
Arrows Bats Archers Firecracker

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.

Firecracker Goblin Giant
Mini P.E.K.K.A Bats Firecracker Mega Knight
Mini P.E.K.K.A Mega Knight Bats Archers
Mini P.E.K.K.A Bats Firecracker Mega Knight
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Arrows Bats Archers Firecracker Mega Knight
Bats Archers Arrows Firecracker
Arrows Goblin Giant Mega Knight
Mini P.E.K.K.A
Archers Firecracker Mini P.E.K.K.A Mega Knight
Bats Archers Arrows Firecracker Goblin Giant Mega Knight
Arrows Bats Archers Firecracker
Mini P.E.K.K.A Mega Knight Bats
Mega Knight Bats Arrows Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Arrows Firecracker Mini P.E.K.K.A
Arrows Mega Knight Bats Archers Firecracker
Arrows Bats Archers Firecracker Mega Knight
Mini P.E.K.K.A
Mega Knight Bats Archers Arrows Firecracker Mini P.E.K.K.A Goblin Giant

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Archers
Archers Arrows Firecracker Mini P.E.K.K.A Mega Knight
Mega Knight Bats Mini P.E.K.K.A Goblin Giant
Mini P.E.K.K.A Mega Knight Bats Goblin Giant
Mini P.E.K.K.A Goblin Giant Mega Knight
Arrows Firecracker Bats Archers Goblin Giant
Mini P.E.K.K.A Bats Archers Goblin Giant
Mini P.E.K.K.A Mega Knight Goblin Giant
Mega Knight Bats Firecracker Mini P.E.K.K.A
Goblin Giant
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Arrows Goblin Giant
Mini P.E.K.K.A Mega Knight Goblin Giant
Archers Firecracker Mega Knight
Bats Archers Firecracker Mini P.E.K.K.A Goblin Giant
Bats Arrows Mega Knight Archers Firecracker Mini P.E.K.K.A

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 Firecracker
Arrows Firecracker
Arrows Goblin Giant
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats Goblin Giant
Archers Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats Mini P.E.K.K.A
Firecracker Arrows
Archers Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Bats Mini P.E.K.K.A
Archers Arrows Firecracker Mini P.E.K.K.A Mega Knight
Arrows Firecracker Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight
Arrows Firecracker
Arrows Mega Knight
Arrows Firecracker
Bats Archers Arrows Firecracker
Bats Firecracker
Mini P.E.K.K.A
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Bats Archers
Archers Arrows Firecracker
Arrows
Firecracker Mini P.E.K.K.A Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Goblin Giant Mega Knight

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