My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

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

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Goblin Cage Giant Goblin Hut

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 Fireball

Punishments

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

Mini P.E.K.K.A 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.

Goblins Knight Mini P.E.K.K.A Giant

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.

Mini 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
Giant
Giant Snowball
Goblins Goblin Hut
Zap
Goblins Goblin Hut
Barbarian Barrel
Goblins Knight Goblin Cage Goblin Hut
The Log
Goblins Mini P.E.K.K.A Goblin Cage Goblin Hut
Earthquake
Goblin Cage Goblin Hut
Arrows
Goblins Goblin Hut
Royal Delivery
Goblins Knight Mini P.E.K.K.A Goblin Cage Goblin Hut
Fireball
Goblin Cage Goblin Hut
Poison
Goblin Cage Goblin Hut
Lightning
Knight Mini P.E.K.K.A Goblin Cage Goblin Hut
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Mini 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.

Goblins 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Arrows Knight Fireball Mini P.E.K.K.A Goblin Cage Giant Goblin Hut

Shortest cycle

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

12 Goblins Arrows Knight Fireball

Attack Synergies 3 10

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.

Goblins
Giant
Arrows
Fireball Giant Knight Mini P.E.K.K.A
Knight
Arrows Fireball Goblin Hut
Fireball
Arrows Knight Giant
Mini P.E.K.K.A
Giant Arrows Goblin Hut
Goblin Cage
Giant Goblin Hut
Giant
Arrows Mini P.E.K.K.A Goblins Fireball Goblin Cage Goblin Hut
Goblin Hut
Knight Mini P.E.K.K.A Goblin Cage Giant

Defense Synergies 0 14

Goblins
Knight Goblin Cage
Arrows
Knight Fireball Mini P.E.K.K.A Goblin Hut
Knight
Goblins Arrows Fireball Mini P.E.K.K.A Goblin Cage Goblin Hut
Fireball
Arrows Knight Mini P.E.K.K.A Goblin Cage Goblin Hut
Mini P.E.K.K.A
Arrows Knight Fireball Goblin Hut
Goblin Cage
Goblins Knight Fireball
Giant
Goblin Hut
Arrows Knight Fireball 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.

Knight Fireball Goblin Cage Goblin Hut
Mini P.E.K.K.A Goblins Knight Goblin Cage Goblin Hut
Mini P.E.K.K.A Goblin Cage Goblin Hut Goblins Knight
Mini P.E.K.K.A Goblin Cage Goblin Hut Goblins Knight
Arrows Fireball Mini P.E.K.K.A Goblin Cage
Arrows Fireball Goblins
Arrows Fireball Goblin Cage Goblin Hut
Arrows Fireball Goblin Cage
Mini P.E.K.K.A Goblins Goblin Cage Goblin Hut
Knight Goblins Mini P.E.K.K.A
Goblins Arrows Knight Fireball Goblin Hut
Arrows Fireball Goblin Hut
Mini P.E.K.K.A Goblin Cage Goblin Hut Knight Fireball
Fireball Goblins Arrows Mini P.E.K.K.A Goblin Cage Goblin Hut
Mini P.E.K.K.A Knight Goblin Cage Goblin Hut
Fireball Mini P.E.K.K.A Goblin Cage Goblin Hut
Goblins Arrows Knight Fireball Mini P.E.K.K.A Goblin Cage Goblin Hut
Arrows Fireball Goblin Cage Goblins Knight Goblin Hut
Arrows Goblin Cage Knight Fireball Goblin Hut
Mini P.E.K.K.A Goblin Cage Goblin Hut
Goblins Arrows Knight Fireball Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Goblins Fireball Goblin Cage Goblin Hut
Fireball Arrows Knight Mini P.E.K.K.A
Goblins Knight Mini P.E.K.K.A Goblin Cage Goblin Hut
Mini P.E.K.K.A Knight Fireball Goblin Cage
Knight Mini P.E.K.K.A Goblin Cage Goblin Hut
Arrows Fireball Goblin Hut
Mini P.E.K.K.A Goblins Knight Fireball Goblin Cage Goblin Hut
Mini P.E.K.K.A Knight Goblin Cage
Goblin Cage Goblins Knight Fireball Mini P.E.K.K.A Goblin Hut
Goblin Cage Goblin Hut
Knight Mini P.E.K.K.A Goblin Cage Goblin Hut
Arrows Fireball Goblin Cage
Mini P.E.K.K.A Knight Fireball Goblin Cage
Fireball Goblin Cage
Goblin Hut Goblins Knight Fireball Mini P.E.K.K.A Goblin Cage
Arrows Fireball Mini P.E.K.K.A Goblin Cage Goblin Hut

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 Arrows Knight
Arrows Fireball
Arrows Fireball Goblin Hut
Arrows Knight Fireball
Fireball Arrows
Arrows Fireball
Arrows
Arrows Fireball
Arrows Fireball
Goblins Fireball Mini P.E.K.K.A
Arrows Knight Fireball
Fireball Arrows
Knight Fireball Goblin Hut
Arrows Fireball
Arrows Fireball Goblin Hut
Arrows Fireball Goblin Hut
Arrows Fireball Goblin Hut
Arrows Fireball
Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Arrows Fireball
Fireball Goblin Hut
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Goblin Hut
Fireball Arrows
Arrows Fireball
Fireball Knight Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Fireball
Fireball
Fireball

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