My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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

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

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 Rocket The Log

Punishments

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

Goblin Gang Mini P.E.K.K.A

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Goblin Gang Mini P.E.K.K.A

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Rocket 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.

Mini P.E.K.K.A Rocket

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.

Goblin Gang 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.

Mirror Zap The Log Archers Goblin Gang Fireball Mini P.E.K.K.A Rocket

Shortest cycle

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

7 Mirror Zap The Log Archers

Attack Synergies 4 10

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
Fireball Mirror Archers Mini P.E.K.K.A The Log
Archers
Zap Mini P.E.K.K.A
Goblin Gang
Mini P.E.K.K.A Mirror
Fireball
Zap Mirror The Log
Mini P.E.K.K.A
Zap Archers Goblin Gang Mirror The Log
Rocket
Mirror
Mirror
Zap Fireball The Log Goblin Gang Mini P.E.K.K.A Rocket
The Log
Mirror Zap Fireball Mini P.E.K.K.A

Defense Synergies 6 13

Zap
Fireball Mini P.E.K.K.A Mirror Archers Goblin Gang The Log
Archers
Zap Goblin Gang Mini P.E.K.K.A The Log
Goblin Gang
Zap Archers Mini P.E.K.K.A Mirror The Log
Fireball
Zap Mirror The Log Mini P.E.K.K.A
Mini P.E.K.K.A
Zap The Log Archers Goblin Gang Fireball Mirror
Rocket
The Log
Mirror
Zap Fireball Goblin Gang Mini P.E.K.K.A The Log
The Log
Fireball Mini P.E.K.K.A Zap Archers Goblin Gang Rocket Mirror

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 Fireball The Log
Mini P.E.K.K.A Zap Goblin Gang The Log
Goblin Gang Mini P.E.K.K.A Rocket Archers
Mini P.E.K.K.A Goblin Gang
Fireball Mini P.E.K.K.A Rocket The Log
Goblin Gang Fireball The Log Zap Archers
Rocket Zap Archers Goblin Gang Fireball
Rocket Zap Fireball The Log
Mini P.E.K.K.A Goblin Gang
Goblin Gang Archers Mini P.E.K.K.A
Archers Goblin Gang Zap Fireball The Log
Zap Archers Goblin Gang Fireball
Mini P.E.K.K.A Zap Goblin Gang Fireball Rocket The Log
Fireball Rocket Zap Goblin Gang Mini P.E.K.K.A The Log
Mini P.E.K.K.A Goblin Gang
Rocket Zap Goblin Gang Fireball Mini P.E.K.K.A The Log
Goblin Gang Fireball Mini P.E.K.K.A
Fireball Zap Archers Goblin Gang The Log
Zap The Log Archers Fireball
Mini P.E.K.K.A
Goblin Gang Archers Fireball Mini 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.

Goblin Gang Mini P.E.K.K.A Zap Archers Fireball
Fireball Zap Archers Goblin Gang Mini P.E.K.K.A Rocket The Log
Goblin Gang Zap Mini P.E.K.K.A Rocket The Log
Goblin Gang Mini P.E.K.K.A Rocket Zap Fireball The Log
Goblin Gang Mini P.E.K.K.A
Fireball Rocket Zap Archers Goblin Gang
Goblin Gang Mini P.E.K.K.A Rocket Archers Fireball
Mini P.E.K.K.A
Zap Rocket Fireball Mini P.E.K.K.A The Log
Goblin Gang
Mini P.E.K.K.A
Rocket Zap Fireball The Log
Mini P.E.K.K.A Rocket Goblin Gang Fireball
Archers Fireball
Goblin Gang Zap Archers Fireball Mini P.E.K.K.A Rocket The Log
Zap Archers Fireball Mini 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 Rocket The Log
Fireball Zap The Log
Rocket Fireball The Log
Fireball Rocket The Log
Fireball Rocket Zap The Log
Fireball Zap Rocket
Archers The Log
Fireball The Log Zap
Fireball The Log Zap
Rocket Goblin Gang Fireball Mini P.E.K.K.A
Rocket Zap Fireball The Log
Fireball Zap Archers Rocket
Rocket Fireball The Log
Fireball Rocket
Zap Fireball The Log
Rocket Zap Fireball The Log
Fireball Rocket The Log
Fireball Rocket
Mini P.E.K.K.A Rocket
Rocket Zap Archers Fireball Mini P.E.K.K.A The Log
Rocket Zap Fireball The Log
Rocket Fireball The Log
Rocket Fireball
Rocket The Log
Rocket Zap Fireball The Log
Zap The Log Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Rocket Zap The Log
Zap Archers Fireball
Zap Rocket Fireball
Fireball Mini P.E.K.K.A
Zap Fireball Rocket The Log
Zap Rocket Fireball
Rocket Fireball The Log
Zap Archers Goblin Gang Fireball Rocket
Fireball Rocket Zap Archers
The Log Fireball
Fireball Goblin Gang Mini P.E.K.K.A Rocket
The Log Zap Fireball
Rocket Zap Fireball
Zap Goblin Gang Fireball Rocket The Log
Zap Fireball Rocket
Zap Fireball Rocket The Log

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