My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
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!
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!
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.

Archers Minions Minion Horde Inferno Dragon

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.

Archers Giant P.E.K.K.A Inferno Dragon

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.

Arrows Poison

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.

Poison

Dropped at the bridge

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

Minion Horde 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
Archers Minions Minion Horde Giant Inferno Dragon
Giant Snowball
Archers Minions Minion Horde Inferno Dragon
Zap
Archers Minions Minion Horde Inferno Dragon
Barbarian Barrel
Archers
The Log
Archers
Earthquake
Archers
Arrows
Archers Minions Minion Horde
Royal Delivery
Archers Minions Minion Horde P.E.K.K.A Inferno Dragon
Fireball
Archers Minions Minion Horde Inferno Dragon
Poison
Archers Minions Minion Horde
Lightning
Inferno Dragon
Rocket
Minion Horde Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Poison

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 Poison P.E.K.K.A Inferno Dragon

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 Minion Horde

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.

Archers Arrows Minions Poison Inferno Dragon Minion Horde Giant P.E.K.K.A

Shortest cycle

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

13 Archers Arrows Minions Poison

Attack Synergies 5 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.

Archers
Arrows Giant P.E.K.K.A Inferno Dragon
Arrows
Giant P.E.K.K.A Archers
Minions
Giant P.E.K.K.A Inferno Dragon
Minion Horde
Giant
Giant
Arrows Minions Poison Archers Minion Horde
Poison
Giant P.E.K.K.A
P.E.K.K.A
Arrows Poison Archers Minions
Inferno Dragon
Archers Minions

Defense Synergies 0 4

Archers
Minions P.E.K.K.A
Arrows
P.E.K.K.A
Minions
Archers P.E.K.K.A
Minion Horde
Giant
Poison
P.E.K.K.A
Archers Arrows Minions
Inferno Dragon

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.

Minions Minion Horde
Minion Horde P.E.K.K.A Inferno Dragon Minions
Minion Horde P.E.K.K.A Archers Minions Inferno Dragon
Minion Horde P.E.K.K.A Inferno Dragon Minions
Arrows Poison P.E.K.K.A
Arrows Archers Minions
Minions Minion Horde Inferno Dragon Archers Arrows Poison
Arrows Poison P.E.K.K.A
Minion Horde P.E.K.K.A Inferno Dragon Minions
Archers Minion Horde
Archers Minions Minion Horde Poison Arrows
Arrows Minions Minion Horde Inferno Dragon Archers Poison
Minion Horde P.E.K.K.A Minions
Arrows Minions Minion Horde Poison P.E.K.K.A
P.E.K.K.A Inferno Dragon Minion Horde
Minion Horde P.E.K.K.A Inferno Dragon
Minion Horde Arrows Minions Poison P.E.K.K.A
Arrows Archers Minions Minion Horde
Arrows Poison Archers Minions Inferno Dragon
P.E.K.K.A Inferno Dragon
Archers Arrows Minions Minion Horde Poison P.E.K.K.A

Counters to secondary win conditions

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

Archers P.E.K.K.A
Poison Archers Arrows Inferno Dragon
P.E.K.K.A Minions Minion Horde
P.E.K.K.A Minion Horde
P.E.K.K.A Minion Horde Inferno Dragon
Arrows Poison Archers Minions Minion Horde
P.E.K.K.A Archers Minions Minion Horde
P.E.K.K.A Minion Horde Inferno Dragon
Minion Horde P.E.K.K.A Minions Poison Inferno Dragon
P.E.K.K.A Minion Horde Inferno Dragon
P.E.K.K.A Inferno Dragon Minions Minion Horde
P.E.K.K.A Arrows Poison
P.E.K.K.A Minion Horde
Archers Minion Horde
Archers Minions Minion Horde Poison P.E.K.K.A Inferno Dragon
Arrows Minions Poison Archers Minion Horde P.E.K.K.A Inferno Dragon

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.)

Poison Arrows Minion Horde
Arrows Poison
Arrows Minion Horde Poison
Arrows Poison
Poison Arrows Minion Horde
Arrows Poison Minions Minion Horde
Archers Arrows Minion Horde Poison
Arrows Poison
Arrows Poison
Minions Minion Horde Poison
Poison Arrows Minion Horde
Poison Archers Arrows
Poison
Arrows Minions Minion Horde Poison
Arrows Poison
Arrows Minion Horde Poison
Arrows Minion Horde Poison
Arrows Poison
Minions Minion Horde
Archers Arrows Poison
Arrows Poison
Minions Minion Horde Poison
Arrows Poison
Arrows Minion Horde Poison
Arrows Poison
Minion Horde Inferno Dragon
Arrows Poison
Arrows Poison
Poison Arrows
Poison Archers Arrows Minion Horde
Minions Minion Horde Poison
Minion Horde
Poison Arrows Minion Horde
Arrows Minion Horde Poison
P.E.K.K.A Minion Horde
Arrows Poison
Minion Horde Archers Minions
Poison Archers Arrows
Arrows
Poison Minion Horde
Arrows Poison
Arrows Poison
Minion Horde P.E.K.K.A
Minions Minion Horde Poison
Poison
Poison

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