My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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.

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 Knight 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 Fireball Tornado The Log

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Tornado The Log

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 Tornado 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 Zap The Log Archers Knight Tornado Fireball P.E.K.K.A

Shortest cycle

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

9 Goblins Zap The Log Archers

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.

Goblins
Zap Archers
Zap
Fireball Tornado P.E.K.K.A Goblins Archers Knight The Log
Archers
Knight Goblins Zap P.E.K.K.A
Knight
Archers Zap Fireball The Log
Fireball
Zap Tornado Knight The Log
Tornado
Zap Fireball P.E.K.K.A The Log
P.E.K.K.A
Zap Tornado Archers The Log
The Log
Zap Knight Fireball Tornado P.E.K.K.A

Defense Synergies 6 16

Goblins
Zap Archers Knight The Log
Zap
Fireball Goblins Archers Knight Tornado P.E.K.K.A The Log
Archers
Knight Goblins Zap Tornado P.E.K.K.A The Log
Knight
Archers Goblins Zap Fireball Tornado The Log
Fireball
Zap Tornado The Log Knight
Tornado
Fireball P.E.K.K.A Zap Archers Knight The Log
P.E.K.K.A
Tornado The Log Zap Archers
The Log
Fireball P.E.K.K.A Goblins Zap Archers Knight Tornado

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 Fireball The Log
P.E.K.K.A Goblins Zap Knight The Log
Tornado P.E.K.K.A Goblins Archers Knight
P.E.K.K.A Goblins Knight
Fireball Tornado P.E.K.K.A The Log
Fireball Tornado The Log Goblins Zap Archers
Tornado Zap Archers Fireball
Zap Fireball P.E.K.K.A The Log
P.E.K.K.A Goblins Tornado
Knight Tornado Goblins Archers
Goblins Archers Zap Knight Fireball Tornado The Log
Zap Archers Fireball Tornado
P.E.K.K.A Zap Knight Fireball The Log
Fireball Goblins Zap Tornado P.E.K.K.A The Log
P.E.K.K.A Knight
Tornado Zap Fireball P.E.K.K.A The Log
Goblins Knight Fireball Tornado P.E.K.K.A
Fireball Goblins Zap Archers Knight Tornado The Log
Zap Tornado The Log Archers Knight Fireball
P.E.K.K.A Tornado
Goblins Archers Knight Fireball P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Goblins Zap Archers Fireball P.E.K.K.A
Fireball Zap Archers Knight The Log
P.E.K.K.A Goblins Zap Knight The Log
P.E.K.K.A Zap Knight Fireball Tornado The Log
P.E.K.K.A Knight
Fireball Zap Archers Tornado
P.E.K.K.A Goblins Archers Knight Fireball
P.E.K.K.A Knight
Zap P.E.K.K.A Goblins Knight Fireball Tornado The Log
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Fireball Tornado The Log
P.E.K.K.A Knight Fireball
Archers Fireball
Goblins Zap Archers Knight Fireball Tornado P.E.K.K.A The Log
Zap Archers Fireball P.E.K.K.A The Log

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 Knight The Log
Fireball Zap Tornado The Log
Fireball The Log
Knight Fireball The Log
Fireball Zap The Log
Fireball Zap Tornado
Archers Tornado The Log
Fireball The Log Zap Tornado
Fireball The Log Zap Tornado
Goblins Fireball Tornado
Zap Knight Fireball Tornado The Log
Fireball Zap Archers Tornado
Knight Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball Tornado
Zap Archers Fireball The Log
Zap Fireball Tornado The Log
Fireball The Log
Fireball Tornado
Tornado The Log
Zap Fireball The Log
Zap Tornado The Log Fireball
Fireball The Log Zap Tornado
Fireball Zap Tornado The Log
Fireball Zap Tornado The Log
Zap Archers Fireball Tornado
Zap Fireball
Fireball
Zap Fireball The Log
Zap Fireball
P.E.K.K.A
Fireball The Log
Zap Archers Fireball
Fireball Zap Archers Tornado
The Log Fireball
Fireball Knight
The Log Zap Fireball
Zap Fireball Tornado
P.E.K.K.A
Zap Fireball Tornado The Log
Zap Fireball Tornado
Zap Fireball Tornado The Log

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