My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Wizard

Defensive buildings

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

Cannon

Investments

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

Archers Royal Giant Wizard 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.

Rocket Poison

Punishments

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

Royal Giant

Pump responses

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

Rocket Poison

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket 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.

Rocket Poison 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.

Minions Wizard

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.

Archers Minions Cannon Poison Wizard Royal Giant Rocket P.E.K.K.A

Shortest cycle

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

13 Archers Minions Cannon Poison

Attack Synergies 3 6

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
Royal Giant P.E.K.K.A
Minions
Royal Giant P.E.K.K.A
Cannon
Royal Giant
Minions Poison Archers Wizard Rocket
Wizard
Royal Giant P.E.K.K.A
Rocket
Royal Giant
Poison
Royal Giant P.E.K.K.A
P.E.K.K.A
Poison Archers Minions Wizard

Defense Synergies 0 9

Archers
Minions Cannon P.E.K.K.A
Minions
Archers Cannon P.E.K.K.A
Cannon
Archers Minions Wizard Rocket Poison
Royal Giant
Wizard
Cannon P.E.K.K.A
Rocket
Cannon
Poison
Cannon
P.E.K.K.A
Archers Minions Wizard

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.

Rocket Minions Cannon Wizard
P.E.K.K.A Minions Cannon
Cannon Rocket P.E.K.K.A Archers Minions
Cannon P.E.K.K.A Minions
Rocket Poison P.E.K.K.A
Archers Minions Cannon
Minions Rocket Archers Cannon Wizard Poison
Rocket Cannon Poison P.E.K.K.A
Cannon P.E.K.K.A Minions
Archers Cannon
Archers Minions Poison Cannon Wizard
Minions Archers Wizard Poison
Cannon P.E.K.K.A Minions Wizard Rocket
Wizard Rocket Minions Cannon Poison P.E.K.K.A
P.E.K.K.A Cannon
Rocket Cannon P.E.K.K.A
Wizard Minions Cannon Poison P.E.K.K.A
Cannon Archers Minions Wizard
Wizard Poison Archers Minions Cannon
P.E.K.K.A Cannon
Wizard Archers Minions Cannon 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 Wizard Rocket
P.E.K.K.A Minions Rocket
Rocket P.E.K.K.A
P.E.K.K.A Cannon
Wizard Rocket Poison Archers Minions
Rocket P.E.K.K.A Archers Minions
P.E.K.K.A
Rocket P.E.K.K.A Minions Poison
P.E.K.K.A Cannon
P.E.K.K.A Minions
Rocket P.E.K.K.A Poison
Rocket P.E.K.K.A Cannon Wizard
Wizard Archers Cannon
Archers Minions Rocket Poison P.E.K.K.A
Minions Poison Archers Cannon Wizard 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.)

Poison Rocket
Poison
Rocket Poison
Rocket Poison
Wizard Rocket Poison
Wizard Poison Minions Rocket
Archers Wizard Poison
Poison Wizard
Poison Wizard
Rocket Minions Poison
Rocket Poison Wizard
Poison Archers Wizard Rocket
Rocket Poison
Minions Rocket Poison
Poison
Rocket Wizard Poison
Wizard Rocket Poison
Rocket Poison
Minions Rocket
Rocket Archers Wizard Poison
Rocket Wizard Poison
Rocket Minions Poison
Rocket Wizard Poison
Rocket
Rocket Poison
Poison Wizard
Poison Wizard
Wizard Poison
Rocket Poison
Poison Archers Wizard
Rocket Minions Wizard Poison
Poison Wizard Rocket
Rocket Poison
P.E.K.K.A
Rocket Wizard Poison
Archers Minions Rocket
Rocket Poison Archers Wizard
Poison Wizard Rocket
Wizard Poison
Rocket Poison
P.E.K.K.A
Minions Rocket Poison
Rocket Poison
Poison Rocket

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