My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Baby Dragon

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.

Knight Baby Dragon P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Fireball

Punishments

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

Goblin Barrel Bandit

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Knight Baby Dragon P.E.K.K.A Bandit

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.

Goblin Barrel Bandit

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
Goblin Barrel Bandit
Giant Snowball
Cannon Goblin Barrel Baby Dragon
Zap
Cannon Goblin Barrel Bandit
Barbarian Barrel
Knight Cannon Goblin Barrel Bandit
The Log
Cannon Goblin Barrel Bandit
Earthquake
Cannon Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Knight Goblin Barrel Baby Dragon P.E.K.K.A Bandit
Fireball
Cannon Goblin Barrel Baby Dragon Bandit
Poison
Cannon
Lightning
Knight Cannon Baby Dragon Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Baby Dragon

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 Baby Dragon 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 Goblin Barrel

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 Goblin Barrel

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Cannon Goblin Barrel Bandit Fireball Baby Dragon P.E.K.K.A

Shortest cycle

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

11 Zap Knight Cannon Goblin Barrel

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 P.E.K.K.A Knight Baby Dragon Bandit
Knight
Goblin Barrel Baby Dragon Zap Fireball
Cannon
Fireball
Zap Knight Baby Dragon
Goblin Barrel
Knight Baby Dragon P.E.K.K.A Bandit
Baby Dragon
Knight Zap Fireball Goblin Barrel P.E.K.K.A Bandit
P.E.K.K.A
Zap Goblin Barrel Baby Dragon
Bandit
Zap Goblin Barrel Baby Dragon

Defense Synergies 3 12

Zap
Cannon Fireball Knight Baby Dragon P.E.K.K.A Bandit
Knight
Cannon Zap Fireball Baby Dragon
Cannon
Zap Knight Fireball Baby Dragon Bandit
Fireball
Zap Knight Cannon Bandit
Goblin Barrel
Baby Dragon
Zap Knight Cannon P.E.K.K.A Bandit
P.E.K.K.A
Zap Baby Dragon
Bandit
Zap Cannon Fireball Baby Dragon

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 Cannon Fireball Baby Dragon
P.E.K.K.A Zap Knight Cannon Bandit
Cannon P.E.K.K.A Knight Bandit
Cannon P.E.K.K.A Knight Bandit
Fireball P.E.K.K.A
Fireball Zap Cannon Baby Dragon Bandit
Zap Cannon Fireball Baby Dragon
Zap Cannon Fireball Baby Dragon P.E.K.K.A Bandit
Cannon P.E.K.K.A
Knight Cannon Bandit
Zap Knight Cannon Fireball Baby Dragon Bandit
Zap Fireball Baby Dragon
Cannon P.E.K.K.A Zap Knight Fireball Bandit
Fireball Zap Cannon Baby Dragon P.E.K.K.A
P.E.K.K.A Knight Cannon Bandit
Zap Cannon Fireball P.E.K.K.A Bandit
Knight Cannon Fireball P.E.K.K.A
Cannon Fireball Zap Knight Baby Dragon Bandit
Zap Baby Dragon Knight Cannon Fireball Bandit
P.E.K.K.A Cannon
Knight Cannon Fireball Baby Dragon P.E.K.K.A Bandit

Counters to secondary win conditions

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

Knight Zap Fireball P.E.K.K.A Bandit
Fireball Bandit Zap Knight Baby Dragon
P.E.K.K.A Bandit Zap Knight
P.E.K.K.A Zap Knight Fireball Bandit
P.E.K.K.A Knight Cannon Bandit
Fireball Zap Baby Dragon
P.E.K.K.A Knight Fireball Bandit
P.E.K.K.A Knight
Zap P.E.K.K.A Knight Fireball Baby Dragon Bandit
P.E.K.K.A Cannon
P.E.K.K.A Knight
P.E.K.K.A Zap Fireball
P.E.K.K.A Knight Cannon Fireball Bandit
Cannon Fireball Baby Dragon
Zap Knight Fireball Baby Dragon P.E.K.K.A
Zap Cannon Fireball Baby Dragon 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 Knight Baby Dragon Bandit
Fireball Zap Baby Dragon Bandit
Fireball Baby Dragon Bandit
Knight Fireball
Fireball Zap Baby Dragon
Fireball Zap Baby Dragon
Baby Dragon
Fireball Zap Baby Dragon
Fireball Zap Bandit
Fireball
Zap Knight Fireball Bandit
Fireball Zap Baby Dragon
Knight Fireball Baby Dragon Bandit
Fireball Baby Dragon Bandit
Zap Fireball Baby Dragon
Zap Fireball Baby Dragon Bandit
Fireball Baby Dragon Bandit
Fireball
Zap Fireball Baby Dragon Bandit
Zap Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Zap Fireball Baby Dragon
Zap Fireball Baby Dragon
Fireball Zap Baby Dragon Bandit
Fireball Zap Baby Dragon Bandit
Fireball Zap Baby Dragon Bandit
Zap Fireball Baby Dragon
Zap Fireball
Fireball
Zap Fireball Bandit
Zap Fireball
P.E.K.K.A
Fireball
Zap Fireball Bandit
Fireball Zap Baby Dragon
Fireball
Fireball Knight Baby Dragon
Zap Fireball Baby Dragon
Zap Fireball
P.E.K.K.A
Zap Fireball Baby Dragon
Zap Fireball
Zap Fireball Baby Dragon Bandit

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