My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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 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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Firecracker Flying Machine Magic Archer

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 Firecracker Royal Giant Flying Machine Giant Royal Ghost Magic Archer

Offensive cards

Win conditions

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

Royal Giant Giant

Damage spells

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

Missing

Punishments

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

Royal Giant Mini P.E.K.K.A Giant Royal Ghost

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.

Royal Giant Mini P.E.K.K.A Flying Machine Giant Royal Ghost Magic Archer

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 Mini P.E.K.K.A Royal Ghost Magic Archer

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 Royal Giant Giant
Giant Snowball
Bomber Flying Machine
Zap
Bomber Firecracker Royal Giant Flying Machine
Barbarian Barrel
Bomber Firecracker Royal Ghost Magic Archer
The Log
Bomber Firecracker Royal Giant Mini P.E.K.K.A
Earthquake
Bomber Firecracker
Arrows
Bomber Firecracker Flying Machine
Royal Delivery
Bomber Firecracker Mini P.E.K.K.A Flying Machine Royal Ghost Magic Archer
Fireball
Bomber Firecracker Flying Machine Magic Archer
Poison
Bomber Firecracker Flying Machine Magic Archer
Lightning
Mini P.E.K.K.A Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Royal Ghost Magic Archer

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.

Mini P.E.K.K.A Royal Ghost

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.

Royal Giant

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.

Bomber Firecracker Royal Ghost Mini P.E.K.K.A Flying Machine Magic Archer Giant Royal Giant

Shortest cycle

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

12 Bomber Firecracker Royal Ghost Mini P.E.K.K.A

Attack Synergies 4 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.

Bomber
Royal Giant Giant Mini P.E.K.K.A
Firecracker
Royal Giant Mini P.E.K.K.A Flying Machine Giant
Royal Giant
Bomber Firecracker Flying Machine Royal Ghost Magic Archer
Mini P.E.K.K.A
Giant Bomber Firecracker Magic Archer
Flying Machine
Firecracker Royal Giant Giant Royal Ghost
Giant
Bomber Mini P.E.K.K.A Firecracker Flying Machine Royal Ghost Magic Archer
Royal Ghost
Royal Giant Flying Machine Giant Magic Archer
Magic Archer
Royal Giant Mini P.E.K.K.A Giant Royal Ghost

Defense Synergies 0 7

Bomber
Mini P.E.K.K.A Royal Ghost
Firecracker
Mini P.E.K.K.A Flying Machine
Royal Giant
Mini P.E.K.K.A
Bomber Firecracker Royal Ghost Magic Archer
Flying Machine
Firecracker Royal Ghost
Giant
Royal Ghost
Bomber Mini P.E.K.K.A Flying Machine
Magic Archer
Mini P.E.K.K.A

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 Firecracker Flying Machine Magic Archer
Mini P.E.K.K.A Bomber Firecracker Flying Machine
Mini P.E.K.K.A Bomber
Mini P.E.K.K.A Bomber Firecracker
Bomber Firecracker Mini P.E.K.K.A
Bomber Firecracker Flying Machine Royal Ghost Magic Archer
Firecracker Flying Machine Magic Archer
Flying Machine Magic Archer
Mini P.E.K.K.A
Bomber Firecracker Mini P.E.K.K.A Royal Ghost
Bomber Firecracker Flying Machine Royal Ghost Magic Archer
Firecracker Flying Machine Magic Archer
Mini P.E.K.K.A Bomber Flying Machine
Bomber Firecracker Mini P.E.K.K.A Royal Ghost Magic Archer
Mini P.E.K.K.A
Mini P.E.K.K.A
Bomber Firecracker Mini P.E.K.K.A
Bomber Firecracker Flying Machine Royal Ghost Magic Archer
Bomber Firecracker Flying Machine Royal Ghost Magic Archer
Mini P.E.K.K.A
Bomber Royal Ghost Firecracker Mini P.E.K.K.A Flying Machine

Counters to secondary win conditions

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

Mini P.E.K.K.A Royal Ghost
Bomber Firecracker Mini P.E.K.K.A Flying Machine Royal Ghost Magic Archer
Mini P.E.K.K.A
Mini P.E.K.K.A
Mini P.E.K.K.A
Firecracker Flying Machine Magic Archer
Mini P.E.K.K.A Flying Machine
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Flying Machine Magic Archer
Mini P.E.K.K.A Flying Machine
Mini P.E.K.K.A
Bomber Firecracker Flying Machine Magic Archer
Bomber Firecracker Mini P.E.K.K.A Flying Machine Magic Archer
Bomber Firecracker Mini P.E.K.K.A Flying Machine Royal Ghost Magic Archer

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.)

Magic Archer Firecracker Flying Machine Royal Ghost
Firecracker Flying Machine Royal Ghost Magic Archer
Flying Machine Magic Archer
Firecracker Flying Machine
Bomber Firecracker Magic Archer
Firecracker Flying Machine Magic Archer
Bomber Firecracker Flying Machine Magic Archer
Firecracker Flying Machine Magic Archer
Firecracker Flying Machine
Mini P.E.K.K.A
Firecracker Flying Machine Magic Archer
Firecracker Flying Machine Magic Archer
Flying Machine Firecracker Magic Archer
Firecracker Flying Machine Magic Archer
Firecracker Flying Machine Magic Archer
Bomber Firecracker Flying Machine Magic Archer
Magic Archer Firecracker Flying Machine
Bomber Mini P.E.K.K.A
Bomber Firecracker Mini P.E.K.K.A Flying Machine Magic Archer
Bomber Firecracker Flying Machine Magic Archer
Magic Archer
Flying Machine
Firecracker Bomber Magic Archer
Firecracker Flying Machine Royal Ghost Magic Archer
Flying Machine Magic Archer
Firecracker Magic Archer
Firecracker Flying Machine Magic Archer
Firecracker Flying Machine
Mini P.E.K.K.A
Bomber Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Flying Machine Magic Archer
Firecracker Flying Machine Magic Archer
Firecracker Mini P.E.K.K.A Flying Machine Magic Archer
Bomber Firecracker Flying Machine Magic Archer
Firecracker Flying Machine
Firecracker Flying Machine Magic Archer
Firecracker Flying Machine Magic Archer
Firecracker Flying Machine Royal Ghost Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: