My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Balloon P.E.K.K.A Golem Royal Ghost

Offensive cards

Win conditions

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

Balloon Golem

Damage spells

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

Zap Arrows Rocket

Punishments

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

Balloon Royal Ghost

Pump responses

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

Rocket

Dropped at the bridge

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

Balloon P.E.K.K.A Golem Royal Ghost

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.

Balloon Golem Royal Ghost

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket Royal Ghost

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 Rocket P.E.K.K.A Golem Royal Ghost

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Arrows Royal Ghost Balloon Rocket P.E.K.K.A Golem

Shortest cycle

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

8 Mirror Zap Arrows Royal Ghost

Attack Synergies 8 8

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 Mirror Balloon P.E.K.K.A Golem Royal Ghost
Arrows
Zap Mirror Balloon P.E.K.K.A Golem
Rocket
Mirror Golem
Mirror
Zap Arrows Rocket Balloon Royal Ghost
Balloon
Zap Arrows Mirror Golem Royal Ghost
P.E.K.K.A
Zap Arrows
Golem
Arrows Zap Rocket Balloon
Royal Ghost
Zap Mirror Balloon

Defense Synergies 2 4

Zap
Mirror Arrows P.E.K.K.A Royal Ghost
Arrows
Mirror Zap P.E.K.K.A
Rocket
Mirror
Zap Arrows
Balloon
P.E.K.K.A
Zap Arrows
Golem
Royal Ghost
Zap

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 Zap
P.E.K.K.A Zap
Rocket P.E.K.K.A
P.E.K.K.A
Arrows Rocket P.E.K.K.A
Arrows Zap Royal Ghost
Rocket Zap Arrows
Rocket Zap Arrows P.E.K.K.A
P.E.K.K.A
Royal Ghost
Zap Arrows Royal Ghost
Arrows Zap
P.E.K.K.A Zap Rocket
Rocket Zap Arrows P.E.K.K.A Royal Ghost
P.E.K.K.A
Rocket Zap P.E.K.K.A
Arrows P.E.K.K.A
Arrows Zap Royal Ghost
Zap Arrows Royal Ghost
P.E.K.K.A
Royal Ghost Arrows P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A Royal Ghost
Zap Arrows Rocket Royal Ghost
P.E.K.K.A Zap Rocket
Rocket P.E.K.K.A Zap
P.E.K.K.A
Arrows Rocket Zap
Rocket P.E.K.K.A
P.E.K.K.A
Zap Rocket P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Rocket P.E.K.K.A Zap Arrows
Rocket P.E.K.K.A
Zap Rocket P.E.K.K.A
Arrows Zap P.E.K.K.A Royal Ghost

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.)

Arrows Rocket Royal Ghost
Arrows Zap Royal Ghost
Rocket Arrows
Arrows Rocket
Rocket Zap Arrows
Arrows Zap Rocket
Arrows
Arrows Zap
Arrows Zap
Rocket
Rocket Zap Arrows
Zap Arrows Rocket
Rocket
Arrows Rocket
Zap Arrows
Rocket Zap Arrows
Arrows Rocket
Arrows Rocket
Rocket
Rocket Zap Arrows
Rocket Zap Arrows
Rocket
Rocket Arrows
Rocket
Rocket Zap Arrows
Zap Arrows
Arrows Zap Royal Ghost
Zap Arrows
Rocket Zap Arrows
Zap Arrows
Zap Rocket
Zap Arrows Rocket
Zap Rocket Arrows
P.E.K.K.A
Rocket Arrows
Zap Rocket
Rocket Zap Arrows
Arrows
Rocket
Arrows Zap
Rocket Zap Arrows
P.E.K.K.A
Zap Rocket
Zap Rocket
Zap Rocket Royal Ghost

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