My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Archers

Defensive buildings

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

Barbarian Hut

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 Barbarian Hut P.E.K.K.A

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows Fireball Lightning

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Lightning

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Arrows Knight Fireball Barbarian Hut Lightning P.E.K.K.A

Shortest cycle

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

11 Zap Archers Arrows Knight

Attack Synergies 6 11

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
Arrows Fireball P.E.K.K.A Archers Knight Barbarian Hut
Archers
Knight Zap Arrows Barbarian Hut P.E.K.K.A
Arrows
Zap Fireball P.E.K.K.A Archers Knight Barbarian Hut Lightning
Knight
Archers Zap Arrows Fireball Barbarian Hut
Fireball
Zap Arrows Knight
Barbarian Hut
Zap Archers Arrows Knight
Lightning
Arrows
P.E.K.K.A
Zap Arrows Archers

Defense Synergies 2 15

Zap
Fireball Archers Arrows Knight Barbarian Hut P.E.K.K.A
Archers
Knight Zap Barbarian Hut P.E.K.K.A
Arrows
Zap Knight Fireball Barbarian Hut Lightning P.E.K.K.A
Knight
Archers Zap Arrows Fireball Barbarian Hut
Fireball
Zap Arrows Knight Barbarian Hut
Barbarian Hut
Zap Archers Arrows Knight Fireball
Lightning
Arrows
P.E.K.K.A
Zap Archers Arrows

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.

Barbarian Hut Lightning Zap Knight Fireball
Barbarian Hut P.E.K.K.A Zap Knight
Barbarian Hut P.E.K.K.A Archers Knight Lightning
Barbarian Hut P.E.K.K.A Knight
Lightning Arrows Fireball P.E.K.K.A
Arrows Fireball Zap Archers
Lightning Zap Archers Arrows Fireball Barbarian Hut
Barbarian Hut Lightning Zap Arrows Fireball P.E.K.K.A
Barbarian Hut P.E.K.K.A
Knight Archers
Archers Zap Arrows Knight Fireball
Arrows Zap Archers Fireball Barbarian Hut
Barbarian Hut P.E.K.K.A Zap Knight Fireball Lightning
Fireball Barbarian Hut Zap Arrows P.E.K.K.A
Barbarian Hut P.E.K.K.A Knight
Barbarian Hut Zap Fireball Lightning P.E.K.K.A
Barbarian Hut Arrows Knight Fireball P.E.K.K.A
Arrows Fireball Zap Archers Knight Barbarian Hut
Zap Arrows Archers Knight Fireball Barbarian Hut
Barbarian Hut P.E.K.K.A
Archers Arrows Knight Fireball P.E.K.K.A

Counters to secondary win conditions

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

Knight Barbarian Hut Zap Archers Fireball P.E.K.K.A
Fireball Zap Archers Arrows Knight Lightning
P.E.K.K.A Zap Knight Barbarian Hut Lightning
Lightning P.E.K.K.A Zap Knight Fireball Barbarian Hut
Barbarian Hut P.E.K.K.A Knight
Arrows Fireball Zap Archers
P.E.K.K.A Archers Knight Fireball Barbarian Hut Lightning
P.E.K.K.A Knight Barbarian Hut
Zap Lightning P.E.K.K.A Knight Fireball Barbarian Hut
P.E.K.K.A Barbarian Hut
P.E.K.K.A Knight
Lightning P.E.K.K.A Zap Arrows Fireball
Lightning P.E.K.K.A Knight Fireball Barbarian Hut
Archers Fireball Barbarian Hut
Zap Archers Knight Fireball Barbarian Hut Lightning P.E.K.K.A
Arrows Zap Archers Fireball Barbarian Hut 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.)

Fireball Lightning Arrows Knight Barbarian Hut
Arrows Fireball Zap
Lightning Arrows Fireball Barbarian Hut
Lightning Arrows Knight Fireball Barbarian Hut
Fireball Zap Arrows
Arrows Fireball Zap
Archers Arrows
Arrows Fireball Zap Barbarian Hut Lightning
Arrows Fireball Zap Lightning
Lightning Fireball
Lightning Zap Arrows Knight Fireball
Fireball Lightning Zap Archers Arrows
Lightning Knight Fireball Barbarian Hut
Lightning Arrows Fireball
Lightning Zap Arrows Fireball Barbarian Hut
Lightning Zap Arrows Fireball Barbarian Hut
Lightning Arrows Fireball Barbarian Hut
Lightning Arrows Fireball
Lightning
Lightning Zap Archers Arrows Fireball
Lightning Zap Arrows Fireball
Lightning Fireball
Lightning Arrows Fireball
Lightning
Lightning Zap Arrows Fireball Barbarian Hut
Zap Arrows Fireball
Arrows Fireball Zap Lightning
Fireball Lightning Zap Arrows
Fireball Lightning Zap Arrows
Lightning Zap Archers Arrows Fireball
Zap Lightning Fireball
Lightning Fireball
Lightning Zap Arrows Fireball
Zap Lightning Arrows Fireball
P.E.K.K.A
Arrows Fireball Lightning
Zap Lightning Archers Fireball Barbarian Hut
Fireball Lightning Zap Archers Arrows
Arrows Fireball
Fireball Lightning Knight
Arrows Zap Fireball Lightning
Lightning Zap Arrows Fireball
P.E.K.K.A
Zap Fireball Lightning
Zap Fireball Lightning
Lightning Zap Fireball

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