My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Hunter

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

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

Knight Goblin Cage Hunter Giant Skeleton Mighty Miner

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows

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 Wall Breakers

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 Mini P.E.K.K.A Wall Breakers Giant Skeleton Mighty Miner

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 Mighty Miner

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
Wall Breakers Giant Skeleton Mighty Miner
Giant Snowball
Wall Breakers Mighty Miner
Zap
Wall Breakers Mighty Miner
Barbarian Barrel
Knight Goblin Cage Wall Breakers Hunter Giant Skeleton
The Log
Mini P.E.K.K.A Goblin Cage Wall Breakers Hunter Giant Skeleton
Earthquake
Goblin Cage
Arrows
Wall Breakers
Royal Delivery
Knight Mini P.E.K.K.A Goblin Cage Wall Breakers Hunter Giant Skeleton
Fireball
Goblin Cage Wall Breakers Hunter Mighty Miner
Poison
Goblin Cage Hunter
Lightning
Knight Mini P.E.K.K.A Goblin Cage Hunter Mighty Miner
Rocket
Hunter Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Hunter

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

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.

Wall Breakers Arrows Knight Mini P.E.K.K.A Goblin Cage Hunter Mighty Miner Giant Skeleton

Shortest cycle

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

12 Wall Breakers Arrows Knight Mini P.E.K.K.A

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.

Arrows
Knight Mini P.E.K.K.A Wall Breakers Giant Skeleton Mighty Miner
Knight
Wall Breakers Arrows Hunter
Mini P.E.K.K.A
Arrows Hunter Giant Skeleton
Goblin Cage
Wall Breakers Hunter Giant Skeleton
Wall Breakers
Knight Arrows Goblin Cage
Hunter
Knight Mini P.E.K.K.A Goblin Cage Giant Skeleton
Giant Skeleton
Arrows Mini P.E.K.K.A Goblin Cage Hunter
Mighty Miner
Arrows

Defense Synergies 1 8

Arrows
Knight Mini P.E.K.K.A Giant Skeleton
Knight
Hunter Arrows Mini P.E.K.K.A Goblin Cage
Mini P.E.K.K.A
Arrows Knight Hunter
Goblin Cage
Knight Hunter
Wall Breakers
Hunter
Knight Mini P.E.K.K.A Goblin Cage Giant Skeleton
Giant Skeleton
Arrows Hunter
Mighty Miner

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.

Knight Goblin Cage
Mini P.E.K.K.A Hunter Knight Goblin Cage
Mini P.E.K.K.A Goblin Cage Hunter Knight Giant Skeleton
Mini P.E.K.K.A Goblin Cage Hunter Knight
Arrows Mini P.E.K.K.A Goblin Cage Giant Skeleton
Arrows Hunter
Hunter Arrows Goblin Cage
Arrows Goblin Cage Giant Skeleton
Mini P.E.K.K.A Hunter Mighty Miner Goblin Cage
Knight Mini P.E.K.K.A Hunter Giant Skeleton
Arrows Knight Hunter Giant Skeleton
Arrows Hunter
Mini P.E.K.K.A Goblin Cage Hunter Knight Giant Skeleton
Arrows Mini P.E.K.K.A Goblin Cage Hunter
Mini P.E.K.K.A Knight Goblin Cage Hunter
Mini P.E.K.K.A Goblin Cage Hunter
Arrows Knight Mini P.E.K.K.A Goblin Cage Hunter
Arrows Goblin Cage Knight Hunter
Arrows Goblin Cage Hunter Knight Giant Skeleton
Mini P.E.K.K.A Goblin Cage Hunter
Arrows Knight Mini P.E.K.K.A Hunter Giant Skeleton

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Goblin Cage Giant Skeleton
Arrows Knight Mini P.E.K.K.A Hunter
Giant Skeleton Knight Mini P.E.K.K.A Goblin Cage Hunter
Mini P.E.K.K.A Hunter Giant Skeleton Knight Goblin Cage
Giant Skeleton Knight Mini P.E.K.K.A Goblin Cage Hunter Mighty Miner
Arrows Hunter
Mini P.E.K.K.A Knight Goblin Cage Hunter Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Mighty Miner Knight Goblin Cage Hunter
Goblin Cage Giant Skeleton Knight Mini P.E.K.K.A
Goblin Cage
Knight Mini P.E.K.K.A Goblin Cage Hunter Giant Skeleton
Arrows Goblin Cage Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Knight Goblin Cage Hunter
Goblin Cage
Knight Mini P.E.K.K.A Goblin Cage Hunter Giant Skeleton Mighty Miner
Arrows Mini P.E.K.K.A Goblin Cage Hunter Giant Skeleton Mighty Miner

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 Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Knight Giant Skeleton
Arrows
Arrows Hunter
Arrows
Arrows Hunter
Arrows
Mini P.E.K.K.A
Arrows Knight
Arrows
Knight Hunter
Arrows
Arrows
Arrows Hunter
Arrows
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Hunter
Arrows
Giant Skeleton
Arrows
Arrows
Arrows Hunter
Arrows Hunter
Arrows
Arrows
Arrows Hunter
Mini P.E.K.K.A
Arrows Hunter
Arrows
Mighty Miner Giant Skeleton
Arrows
Arrows Hunter
Arrows
Knight Mini P.E.K.K.A Hunter
Arrows
Arrows Giant Skeleton
Giant Skeleton
Giant Skeleton

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