My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Minions Firecracker

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.

Knight Firecracker Battle Ram Giant P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Battle Ram Giant

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.

Battle Ram Giant Bandit

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 Battle Ram Giant P.E.K.K.A Bandit

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 Bandit

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
Minions Battle Ram Giant Bandit
Giant Snowball
Minions Battle Ram
Zap
Minions Firecracker Battle Ram Bandit
Barbarian Barrel
Knight Firecracker Battle Ram Bandit
The Log
Firecracker Battle Ram Bandit
Earthquake
Firecracker
Arrows
Minions Firecracker
Royal Delivery
Knight Minions Firecracker Battle Ram P.E.K.K.A Bandit
Fireball
Minions Firecracker Battle Ram Bandit
Poison
Minions Firecracker
Lightning
Knight Battle Ram Bandit
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

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 Battle Ram 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.

Minions

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Minions Firecracker Bandit Battle Ram Giant P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Minions Firecracker

Attack Synergies 7 13

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
Giant P.E.K.K.A Knight Battle Ram Bandit
Knight
Minions Firecracker Battle Ram Arrows
Minions
Knight Giant Firecracker Battle Ram P.E.K.K.A Bandit
Firecracker
Knight Minions Battle Ram Giant P.E.K.K.A Bandit
Battle Ram
Knight Bandit Arrows Minions Firecracker P.E.K.K.A
Giant
Arrows Minions Firecracker Bandit
P.E.K.K.A
Arrows Minions Firecracker Battle Ram
Bandit
Battle Ram Arrows Minions Firecracker Giant

Defense Synergies 2 8

Arrows
Knight P.E.K.K.A Bandit
Knight
Minions Firecracker Arrows
Minions
Knight Firecracker P.E.K.K.A Bandit
Firecracker
Knight Minions P.E.K.K.A Bandit
Battle Ram
Giant
P.E.K.K.A
Arrows Minions Firecracker
Bandit
Arrows Minions 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.

Knight Minions Firecracker
P.E.K.K.A Knight Minions Firecracker Bandit
P.E.K.K.A Knight Minions Bandit
P.E.K.K.A Knight Minions Firecracker Bandit
Arrows Firecracker P.E.K.K.A
Arrows Minions Firecracker Bandit
Minions Arrows Firecracker
Arrows P.E.K.K.A Bandit
P.E.K.K.A Minions
Knight Firecracker Bandit
Minions Arrows Knight Firecracker Bandit
Arrows Minions Firecracker
P.E.K.K.A Knight Minions Bandit
Arrows Minions Firecracker P.E.K.K.A
P.E.K.K.A Knight Bandit
P.E.K.K.A Bandit
Arrows Knight Minions Firecracker P.E.K.K.A
Arrows Knight Minions Firecracker Bandit
Arrows Knight Minions Firecracker Bandit
P.E.K.K.A
Arrows Knight Minions Firecracker P.E.K.K.A Bandit

Counters to secondary win conditions

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

Knight P.E.K.K.A Bandit
Bandit Arrows Knight Firecracker
P.E.K.K.A Bandit Knight Minions
P.E.K.K.A Knight Bandit
P.E.K.K.A Knight Bandit
Arrows Firecracker Minions
P.E.K.K.A Knight Minions Bandit
P.E.K.K.A Knight
P.E.K.K.A Knight Minions Firecracker Bandit
P.E.K.K.A
P.E.K.K.A Knight Minions
P.E.K.K.A Arrows
P.E.K.K.A Knight Bandit
Firecracker
Knight Minions Firecracker P.E.K.K.A
Arrows Minions Firecracker 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 Knight Firecracker Bandit
Arrows Firecracker Bandit
Arrows Bandit
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Minions
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Bandit
Minions
Firecracker Arrows Knight Bandit
Arrows Firecracker
Knight Firecracker Bandit
Arrows Minions Firecracker Bandit
Arrows Firecracker
Arrows Firecracker Bandit
Arrows Firecracker Bandit
Arrows
Minions
Arrows Firecracker Bandit
Arrows Firecracker
Minions
Arrows
Arrows
Arrows Firecracker
Arrows Firecracker Bandit
Arrows Bandit
Arrows Firecracker Bandit
Arrows Firecracker
Minions Firecracker
Arrows Bandit
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Minions Bandit
Arrows Firecracker
Arrows
Knight Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Minions Firecracker
Firecracker
Firecracker Bandit

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