My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Great!
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.

Archers Goblin Gang Hunter

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.

Bomber Archers Giant Hunter Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Giant Balloon

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.

Goblin Gang Giant Balloon

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.

Goblin Gang Giant Balloon P.E.K.K.A

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.

Balloon

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 Goblin Gang Giant Balloon
Giant Snowball
Bomber Archers Goblin Gang Balloon
Zap
Bomber Archers Goblin Gang Balloon
Barbarian Barrel
Bomber Archers Goblin Gang Hunter
The Log
Bomber Archers Goblin Gang Hunter
Earthquake
Bomber Archers Goblin Gang
Arrows
Bomber Archers Goblin Gang
Royal Delivery
Bomber Archers Goblin Gang Hunter Balloon P.E.K.K.A
Fireball
Bomber Archers Goblin Gang Hunter Balloon
Poison
Bomber Archers Goblin Gang Hunter Balloon
Lightning
Hunter Balloon
Rocket
Hunter Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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 P.E.K.K.A

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.

Goblin Gang

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.

Bomber Archers Arrows Goblin Gang Hunter Giant Balloon P.E.K.K.A

Shortest cycle

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

11 Bomber Archers Arrows Goblin Gang

Attack Synergies 5 11

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 P.E.K.K.A
Archers
Arrows Giant Balloon P.E.K.K.A
Arrows
Giant Balloon P.E.K.K.A Archers
Goblin Gang
Giant Balloon P.E.K.K.A
Giant
Bomber Arrows Hunter Archers Goblin Gang Balloon
Hunter
Giant Balloon P.E.K.K.A
Balloon
Arrows Archers Goblin Gang Giant Hunter
P.E.K.K.A
Arrows Bomber Archers Goblin Gang Hunter

Defense Synergies 0 6

Bomber
P.E.K.K.A
Archers
Goblin Gang P.E.K.K.A
Arrows
P.E.K.K.A
Goblin Gang
Archers P.E.K.K.A
Giant
Hunter
P.E.K.K.A
Balloon
P.E.K.K.A
Bomber Archers Arrows Goblin Gang Hunter

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
Hunter P.E.K.K.A Bomber Goblin Gang
Goblin Gang Hunter P.E.K.K.A Bomber Archers
Hunter P.E.K.K.A Bomber Goblin Gang
Bomber Arrows P.E.K.K.A
Arrows Goblin Gang Bomber Archers Hunter
Hunter Archers Arrows Goblin Gang
Arrows P.E.K.K.A
Hunter P.E.K.K.A Goblin Gang
Goblin Gang Bomber Archers Hunter
Archers Goblin Gang Bomber Arrows Hunter
Arrows Hunter Archers Goblin Gang
Hunter P.E.K.K.A Bomber Goblin Gang
Bomber Arrows Goblin Gang Hunter P.E.K.K.A
P.E.K.K.A Goblin Gang Hunter
Goblin Gang Hunter P.E.K.K.A
Bomber Arrows Goblin Gang Hunter P.E.K.K.A
Arrows Bomber Archers Goblin Gang Hunter
Arrows Hunter Bomber Archers
P.E.K.K.A Hunter
Bomber Goblin Gang Archers Arrows Hunter P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Archers P.E.K.K.A
Bomber Archers Arrows Goblin Gang Hunter
Goblin Gang P.E.K.K.A Hunter
Goblin Gang Hunter P.E.K.K.A
P.E.K.K.A Goblin Gang Hunter
Arrows Archers Goblin Gang Hunter
Goblin Gang P.E.K.K.A Archers Hunter
P.E.K.K.A Hunter
P.E.K.K.A
P.E.K.K.A Goblin Gang
P.E.K.K.A Hunter
P.E.K.K.A Arrows
P.E.K.K.A Goblin Gang Hunter
Bomber Archers
Goblin Gang Bomber Archers Hunter P.E.K.K.A
Arrows Bomber Archers Hunter 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
Arrows
Arrows
Arrows
Bomber Arrows
Arrows Hunter
Bomber Archers Arrows
Arrows Hunter
Arrows
Goblin Gang
Arrows
Archers Arrows
Hunter
Arrows
Arrows
Bomber Arrows Hunter
Arrows
Arrows
Bomber
Bomber Archers Arrows Hunter
Bomber Arrows
Arrows
Arrows
Arrows Bomber Hunter
Arrows Hunter
Arrows
Arrows
Archers Arrows Hunter
Bomber Arrows Hunter
Arrows
P.E.K.K.A
Arrows
Archers Goblin Gang
Archers Arrows Hunter
Arrows
Goblin Gang Hunter
Arrows Bomber
Arrows
P.E.K.K.A
Goblin Gang

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