My Best Clash Royale Deck

Deck Check Rating

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

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 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Goblin Gang Wizard Ice Wizard Electro Wizard

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.

Wizard Rune Giant P.E.K.K.A Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Rage

Punishments

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

Goblin Gang

Pump responses

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

Missing

Dropped at the bridge

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

Goblin Gang Rune Giant 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.

Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Ice Wizard

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.

Rage Rune Giant P.E.K.K.A Ice Wizard

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 Wizard Ice Wizard Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker Rage Goblin Gang Ice Wizard Rune Giant Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

10 Berserker Rage Goblin Gang Ice Wizard

Attack Synergies 2 7

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.

Berserker
Rune Giant
Goblin Gang
P.E.K.K.A
Wizard
Rage P.E.K.K.A
Rage
Wizard Electro Wizard
Rune Giant
Berserker Ice Wizard Electro Wizard
P.E.K.K.A
Electro Wizard Goblin Gang Wizard Ice Wizard
Ice Wizard
Rune Giant P.E.K.K.A
Electro Wizard
P.E.K.K.A Rage Rune Giant

Defense Synergies 0 8

Berserker
Goblin Gang
P.E.K.K.A Ice Wizard Electro Wizard
Wizard
P.E.K.K.A Ice Wizard Electro Wizard
Rage
Rune Giant
P.E.K.K.A
Goblin Gang Wizard Ice Wizard Electro Wizard
Ice Wizard
Goblin Gang Wizard P.E.K.K.A
Electro Wizard
Goblin Gang Wizard P.E.K.K.A

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.

Wizard Electro Wizard
P.E.K.K.A Goblin Gang Ice Wizard Electro Wizard
Goblin Gang P.E.K.K.A Ice Wizard Electro Wizard
P.E.K.K.A Goblin Gang Ice Wizard Electro Wizard
P.E.K.K.A
Goblin Gang Ice Wizard Electro Wizard
Electro Wizard Goblin Gang Wizard Ice Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Ice Wizard
Goblin Gang Ice Wizard Electro Wizard
Berserker Goblin Gang Ice Wizard Electro Wizard Wizard
Goblin Gang Wizard Ice Wizard Electro Wizard
P.E.K.K.A Goblin Gang Wizard Ice Wizard Electro Wizard
Wizard Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
Wizard Goblin Gang P.E.K.K.A Electro Wizard
Goblin Gang Wizard Ice Wizard Electro Wizard
Wizard Ice Wizard Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Wizard P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang P.E.K.K.A Electro Wizard
Electro Wizard Goblin Gang Wizard
Goblin Gang P.E.K.K.A Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
Wizard Goblin Gang Ice Wizard Electro Wizard
Goblin Gang P.E.K.K.A Ice Wizard Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard P.E.K.K.A
Wizard P.E.K.K.A Ice Wizard Electro Wizard
Ice Wizard Electro Wizard

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.)

Ice Wizard Electro Wizard
Wizard
Wizard Ice Wizard
Wizard
Wizard Ice Wizard
Wizard
Goblin Gang Electro Wizard
Wizard Electro Wizard
Wizard
Wizard
Wizard
Wizard Electro Wizard
Wizard
Wizard
Wizard Ice Wizard
Wizard Ice Wizard Electro Wizard
Wizard
Wizard Ice Wizard Electro Wizard
Electro Wizard Wizard
Wizard
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Goblin Gang
Wizard Ice Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard
Wizard
P.E.K.K.A
Goblin Gang Electro Wizard
Electro Wizard
Electro Wizard
P.E.K.K.A
Wizard

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