My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 warnings Why?

Missing cards in your collection

Magic Archer

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!
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.

Fire Spirit

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.

P.E.K.K.A Golem

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel Golem

Damage spells

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

Arrows Rocket

Punishments

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

Mini P.E.K.K.A Hog Rider Goblin Barrel

Pump responses

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

Rocket Goblin Barrel

Dropped at the bridge

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

Fire Spirit Mini P.E.K.K.A Hog Rider P.E.K.K.A Golem

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 Hog Rider Goblin Barrel Golem

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
Hog Rider Goblin Barrel
Giant Snowball
Fire Spirit Hog Rider Goblin Barrel
Zap
Fire Spirit Goblin Barrel
Barbarian Barrel
Fire Spirit Goblin Barrel
The Log
Fire Spirit Mini P.E.K.K.A Hog Rider Goblin Barrel
Earthquake
Hog Rider Goblin Barrel
Arrows
Fire Spirit Goblin Barrel
Royal Delivery
Fire Spirit Mini P.E.K.K.A Hog Rider Goblin Barrel P.E.K.K.A
Fireball
Hog Rider Goblin Barrel
Poison
Lightning
Mini P.E.K.K.A
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Rocket

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Arrows Mini P.E.K.K.A Rocket P.E.K.K.A Golem

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.

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.

Fire Spirit 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.

Fire Spirit Arrows Goblin Barrel Mini P.E.K.K.A Hog Rider Rocket P.E.K.K.A Golem

Shortest cycle

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

11 Fire Spirit Arrows Goblin Barrel Mini P.E.K.K.A

Attack Synergies 5 12

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.

Fire Spirit
Hog Rider P.E.K.K.A Mini P.E.K.K.A Goblin Barrel Golem
Arrows
Hog Rider P.E.K.K.A Golem Mini P.E.K.K.A Goblin Barrel
Mini P.E.K.K.A
Fire Spirit Arrows Hog Rider Golem
Hog Rider
Fire Spirit Arrows Mini P.E.K.K.A Rocket Goblin Barrel
Rocket
Hog Rider Golem
Goblin Barrel
Fire Spirit Arrows Hog Rider P.E.K.K.A Golem
P.E.K.K.A
Fire Spirit Arrows Goblin Barrel
Golem
Arrows Fire Spirit Mini P.E.K.K.A Rocket Goblin Barrel

Defense Synergies 0 4

Fire Spirit
Mini P.E.K.K.A P.E.K.K.A
Arrows
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Arrows
Hog Rider
Rocket
Goblin Barrel
P.E.K.K.A
Fire Spirit Arrows
Golem

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
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Rocket P.E.K.K.A Fire Spirit
Mini P.E.K.K.A P.E.K.K.A
Arrows Mini P.E.K.K.A Rocket P.E.K.K.A
Arrows Fire Spirit
Rocket Fire Spirit Arrows
Rocket Arrows P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Mini P.E.K.K.A
Arrows
Arrows
Mini P.E.K.K.A P.E.K.K.A Fire Spirit Rocket
Fire Spirit Rocket Arrows Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Rocket Mini P.E.K.K.A P.E.K.K.A
Arrows Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Arrows
Arrows Fire Spirit
Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Arrows Mini P.E.K.K.A P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A
Arrows Mini P.E.K.K.A Rocket
P.E.K.K.A Mini P.E.K.K.A Rocket
Mini P.E.K.K.A Rocket P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
Fire Spirit Arrows Rocket
Mini P.E.K.K.A Rocket P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Rocket P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
Rocket P.E.K.K.A Arrows
Mini P.E.K.K.A Rocket P.E.K.K.A
Mini P.E.K.K.A Rocket P.E.K.K.A
Arrows Mini P.E.K.K.A 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.)

Arrows Rocket
Arrows
Rocket Arrows
Arrows Rocket
Rocket Fire Spirit Arrows
Arrows Fire Spirit Rocket
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Rocket Fire Spirit Mini P.E.K.K.A
Rocket Arrows
Fire Spirit Arrows Rocket
Rocket Fire Spirit
Arrows Rocket
Arrows
Rocket Arrows
Arrows Rocket
Arrows Rocket
Mini P.E.K.K.A Rocket
Rocket Fire Spirit Arrows Mini P.E.K.K.A
Rocket Fire Spirit Arrows
Rocket
Rocket Arrows
Rocket
Rocket Arrows
Arrows Fire Spirit
Arrows
Arrows
Rocket Arrows
Fire Spirit Arrows
Rocket
Mini P.E.K.K.A
Arrows Rocket
Rocket Arrows
P.E.K.K.A
Rocket Arrows
Fire Spirit Rocket
Rocket Fire Spirit Arrows
Arrows
Mini P.E.K.K.A Rocket
Arrows
Rocket Arrows
P.E.K.K.A
Rocket
Rocket
Rocket

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