My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Goblin Giant Inferno Dragon

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.

Skeletons Archers Goblin Giant Inferno Dragon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Mini P.E.K.K.A Rage Inferno Dragon 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Archers Arrows Mini P.E.K.K.A Inferno Dragon Goblin Giant Mega Knight

Shortest cycle

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

9 Skeletons Rage Archers Arrows

Attack Synergies 1 12

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.

Skeletons
Archers
Arrows Mini P.E.K.K.A Goblin Giant Inferno Dragon Mega Knight
Arrows
Archers Mini P.E.K.K.A Goblin Giant Mega Knight
Mini P.E.K.K.A
Archers Arrows Rage Goblin Giant Mega Knight
Rage
Mini P.E.K.K.A Goblin Giant
Goblin Giant
Archers Arrows Mini P.E.K.K.A Rage
Inferno Dragon
Mega Knight Archers
Mega Knight
Inferno Dragon Archers Arrows Mini P.E.K.K.A

Defense Synergies 1 8

Skeletons
Archers Mini P.E.K.K.A Inferno Dragon
Archers
Skeletons Mini P.E.K.K.A Goblin Giant Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A
Mini P.E.K.K.A
Skeletons Archers Arrows
Rage
Goblin Giant
Archers
Inferno Dragon
Skeletons Mega Knight
Mega Knight
Arrows Archers Inferno Dragon

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.

Goblin Giant
Mini P.E.K.K.A Inferno Dragon Skeletons Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Archers Inferno Dragon
Mini P.E.K.K.A Inferno Dragon Skeletons Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Skeletons Archers Mega Knight
Inferno Dragon Archers Arrows
Arrows Goblin Giant Mega Knight
Mini P.E.K.K.A Inferno Dragon Skeletons
Skeletons Archers Mini P.E.K.K.A Mega Knight
Archers Skeletons Arrows Goblin Giant Mega Knight
Arrows Inferno Dragon Archers
Mini P.E.K.K.A Mega Knight Skeletons
Mega Knight Arrows Mini P.E.K.K.A
Mini P.E.K.K.A Inferno Dragon Mega Knight
Mini P.E.K.K.A Inferno Dragon Mega Knight
Mega Knight Skeletons Arrows Mini P.E.K.K.A
Arrows Mega Knight Archers
Arrows Archers Inferno Dragon Mega Knight
Mini P.E.K.K.A Inferno Dragon
Mega Knight Archers Arrows 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 Skeletons Archers
Archers Arrows Mini P.E.K.K.A Inferno Dragon Mega Knight
Mega Knight Skeletons Mini P.E.K.K.A Goblin Giant
Mini P.E.K.K.A Mega Knight Goblin Giant
Skeletons Mini P.E.K.K.A Goblin Giant Inferno Dragon Mega Knight
Arrows Skeletons Archers Goblin Giant
Mini P.E.K.K.A Skeletons Archers Goblin Giant
Mini P.E.K.K.A Mega Knight Goblin Giant Inferno Dragon
Mega Knight Skeletons Mini P.E.K.K.A Inferno Dragon
Skeletons Goblin Giant Inferno Dragon
Inferno Dragon Mega Knight Mini P.E.K.K.A
Mega Knight Arrows Goblin Giant
Mini P.E.K.K.A Mega Knight Skeletons Goblin Giant
Archers Mega Knight
Skeletons Archers Mini P.E.K.K.A Goblin Giant Inferno Dragon
Arrows Mega Knight Archers Mini P.E.K.K.A Inferno Dragon

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
Arrows
Arrows Goblin Giant
Arrows
Arrows Mega Knight
Arrows Goblin Giant
Archers Arrows
Arrows
Arrows
Mini P.E.K.K.A
Arrows
Archers Arrows
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Inferno Dragon
Arrows
Arrows Mega Knight
Arrows
Archers Arrows
Mini P.E.K.K.A
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Archers
Archers Arrows
Arrows
Mini P.E.K.K.A Mega Knight
Arrows
Arrows
Mega Knight
Goblin Giant Mega Knight

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