My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Mega Minion

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.

Bomber Archers Knight Mega Minion Giant P.E.K.K.A

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

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

Knight Giant 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
Bomber Archers Giant
Giant Snowball
Bomber Archers Cannon Mega Minion
Zap
Bomber Archers Cannon
Barbarian Barrel
Bomber Archers Knight Cannon
The Log
Bomber Archers Cannon
Earthquake
Bomber Archers Cannon
Arrows
Bomber Archers
Royal Delivery
Bomber Archers Knight Mega Minion P.E.K.K.A
Fireball
Bomber Archers Cannon Mega Minion
Poison
Bomber Archers Cannon Mega Minion
Lightning
Knight Cannon Mega Minion
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball

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.

Knight Mega Minion 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

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Knight Cannon Mega Minion Fireball Giant P.E.K.K.A

Shortest cycle

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

11 Bomber Archers Knight Cannon

Attack Synergies 4 7

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.

Bomber
Giant Knight P.E.K.K.A
Archers
Knight Giant P.E.K.K.A
Knight
Archers Mega Minion Bomber Fireball
Cannon
Mega Minion
Knight Giant Fireball
Fireball
Knight Mega Minion Giant
Giant
Bomber Mega Minion Archers Fireball
P.E.K.K.A
Bomber Archers

Defense Synergies 4 8

Bomber
Knight Cannon P.E.K.K.A
Archers
Knight Cannon Mega Minion P.E.K.K.A
Knight
Bomber Archers Cannon Mega Minion Fireball
Cannon
Knight Bomber Archers Mega Minion Fireball
Mega Minion
Knight Archers Cannon
Fireball
Knight Cannon
Giant
P.E.K.K.A
Bomber Archers

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.

Bomber Knight Cannon Mega Minion Fireball
P.E.K.K.A Bomber Knight Cannon Mega Minion
Cannon P.E.K.K.A Bomber Archers Knight Mega Minion
Cannon P.E.K.K.A Bomber Knight Mega Minion
Bomber Fireball P.E.K.K.A
Fireball Bomber Archers Cannon Mega Minion
Mega Minion Archers Cannon Fireball
Cannon Fireball P.E.K.K.A
Cannon P.E.K.K.A
Knight Bomber Archers Cannon
Archers Bomber Knight Cannon Mega Minion Fireball
Mega Minion Archers Fireball
Cannon P.E.K.K.A Bomber Knight Fireball
Bomber Fireball Cannon Mega Minion P.E.K.K.A
P.E.K.K.A Knight Cannon
Cannon Fireball P.E.K.K.A
Bomber Knight Cannon Fireball P.E.K.K.A
Cannon Fireball Bomber Archers Knight Mega Minion
Bomber Archers Knight Cannon Mega Minion Fireball
P.E.K.K.A Cannon
Bomber Archers Knight Cannon Fireball P.E.K.K.A

Counters to secondary win conditions

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

Knight Archers Fireball P.E.K.K.A
Fireball Bomber Archers Knight Mega Minion
P.E.K.K.A Knight
P.E.K.K.A Knight Fireball
P.E.K.K.A Knight Cannon
Fireball Archers
P.E.K.K.A Archers Knight Mega Minion Fireball
P.E.K.K.A Knight
P.E.K.K.A Knight Mega Minion Fireball
P.E.K.K.A Cannon Mega Minion
P.E.K.K.A Knight Mega Minion
P.E.K.K.A Fireball
P.E.K.K.A Knight Cannon Fireball
Bomber Archers Cannon Fireball
Bomber Archers Knight Mega Minion Fireball P.E.K.K.A
Bomber Archers Cannon Mega Minion Fireball 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.)

Fireball Knight
Fireball
Fireball
Knight Fireball
Bomber Fireball
Fireball Mega Minion
Bomber Archers
Fireball
Fireball
Fireball
Knight Fireball
Fireball Archers
Knight Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Fireball
Bomber
Bomber Archers Mega Minion Fireball
Bomber Fireball
Fireball
Fireball
Fireball
Bomber Fireball
Mega Minion
Fireball
Fireball
Fireball
Archers Fireball
Mega Minion Fireball
Mega Minion Fireball
Bomber Fireball
Fireball
P.E.K.K.A
Fireball
Archers Fireball
Fireball Archers Mega Minion
Fireball
Fireball Knight Mega Minion
Bomber Fireball
Fireball
Mega Minion P.E.K.K.A
Fireball
Fireball
Fireball

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