My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Goblin Gang Inferno Tower Baby Dragon

Defensive buildings

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

Inferno Tower

Investments

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

Archers Knight Royal Giant Baby Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Goblin Gang Royal Giant

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 Goblin Gang Royal Giant Baby Dragon 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 Goblin Gang Royal Giant
Giant Snowball
Archers Goblin Gang Baby Dragon
Zap
Archers Goblin Gang Royal Giant Inferno Tower
Barbarian Barrel
Archers Knight Goblin Gang Inferno Tower
The Log
Archers Goblin Gang Royal Giant
Earthquake
Archers Goblin Gang Inferno Tower
Arrows
Archers Goblin Gang
Royal Delivery
Archers Knight Goblin Gang Baby Dragon P.E.K.K.A
Fireball
Archers Goblin Gang Inferno Tower Baby Dragon
Poison
Archers Goblin Gang Inferno Tower
Lightning
Knight Inferno Tower Baby Dragon
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon

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.

Knight Inferno Tower Baby Dragon 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.

Royal Giant

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Knight Goblin Gang Baby Dragon Inferno Tower Royal Giant P.E.K.K.A

Shortest cycle

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

11 Zap Archers Knight Goblin Gang

Attack Synergies 4 12

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.

Zap
P.E.K.K.A Archers Knight Royal Giant Baby Dragon
Archers
Knight Zap Royal Giant Baby Dragon P.E.K.K.A
Knight
Archers Goblin Gang Baby Dragon Zap
Goblin Gang
Knight Royal Giant Baby Dragon P.E.K.K.A
Royal Giant
Zap Archers Goblin Gang Baby Dragon
Inferno Tower
Baby Dragon
Knight Zap Archers Goblin Gang Royal Giant P.E.K.K.A
P.E.K.K.A
Zap Archers Goblin Gang Baby Dragon

Defense Synergies 4 14

Zap
Archers Knight Goblin Gang Inferno Tower Baby Dragon P.E.K.K.A
Archers
Knight Zap Goblin Gang Inferno Tower Baby Dragon P.E.K.K.A
Knight
Archers Goblin Gang Inferno Tower Zap Baby Dragon
Goblin Gang
Knight Inferno Tower Zap Archers P.E.K.K.A
Royal Giant
Inferno Tower
Knight Goblin Gang Zap Archers Baby Dragon
Baby Dragon
Zap Archers Knight Inferno Tower P.E.K.K.A
P.E.K.K.A
Zap Archers Goblin Gang Baby 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.

Zap Knight Inferno Tower Baby Dragon
Inferno Tower P.E.K.K.A Zap Knight Goblin Gang
Goblin Gang Inferno Tower P.E.K.K.A Archers Knight
Inferno Tower P.E.K.K.A Knight Goblin Gang
P.E.K.K.A
Goblin Gang Zap Archers Baby Dragon
Inferno Tower Zap Archers Goblin Gang Baby Dragon
Zap Inferno Tower Baby Dragon P.E.K.K.A
Inferno Tower P.E.K.K.A Goblin Gang
Knight Goblin Gang Archers Inferno Tower
Archers Goblin Gang Zap Knight Baby Dragon
Inferno Tower Zap Archers Goblin Gang Baby Dragon
Inferno Tower P.E.K.K.A Zap Knight Goblin Gang
Zap Goblin Gang Baby Dragon P.E.K.K.A
Inferno Tower P.E.K.K.A Knight Goblin Gang
Inferno Tower Zap Goblin Gang P.E.K.K.A
Knight Goblin Gang Inferno Tower P.E.K.K.A
Zap Archers Knight Goblin Gang Baby Dragon
Zap Baby Dragon Archers Knight
P.E.K.K.A Inferno Tower
Goblin Gang Archers Knight Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Zap Archers Inferno Tower P.E.K.K.A
Zap Archers Knight Goblin Gang Baby Dragon
Goblin Gang P.E.K.K.A Zap Knight Inferno Tower
Goblin Gang P.E.K.K.A Zap Knight Inferno Tower
Inferno Tower P.E.K.K.A Knight Goblin Gang
Zap Archers Goblin Gang Baby Dragon
Goblin Gang P.E.K.K.A Archers Knight Inferno Tower
Inferno Tower P.E.K.K.A Knight
Zap P.E.K.K.A Knight Inferno Tower Baby Dragon
Inferno Tower P.E.K.K.A Goblin Gang
P.E.K.K.A Knight Inferno Tower
P.E.K.K.A Zap
P.E.K.K.A Knight Goblin Gang Inferno Tower
Archers Baby Dragon
Goblin Gang Inferno Tower Zap Archers Knight Baby Dragon P.E.K.K.A
Zap Archers Inferno Tower Baby Dragon 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.)

Knight Baby Dragon
Zap Baby Dragon
Baby Dragon
Knight
Zap Baby Dragon
Zap Baby Dragon
Archers Baby Dragon
Zap Baby Dragon
Zap
Goblin Gang
Zap Knight
Zap Archers Baby Dragon
Knight Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon
Zap Archers Baby Dragon
Zap Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Archers Baby Dragon
Zap
Zap
Zap
P.E.K.K.A
Zap Archers Goblin Gang
Zap Archers Baby Dragon
Knight Goblin Gang Baby Dragon
Zap Baby Dragon
Zap
P.E.K.K.A
Zap Goblin Gang Baby Dragon
Zap
Zap Baby Dragon

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