My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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 Magic Archer

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.

P.E.K.K.A Magic Archer Mega Knight Goblinstein

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.

Freeze

Punishments

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

Goblin Gang Mega Knight

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.

Electro Spirit Goblin Gang P.E.K.K.A Magic Archer Mega Knight

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 Spirit Magic Archer

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
Cannon Goblin Gang
Zap
Cannon Goblin Gang
Barbarian Barrel
Electro Spirit Cannon Goblin Gang Magic Archer
The Log
Electro Spirit Cannon Goblin Gang
Earthquake
Cannon Goblin Gang
Arrows
Electro Spirit Goblin Gang
Royal Delivery
Electro Spirit Goblin Gang P.E.K.K.A Magic Archer
Fireball
Cannon Goblin Gang Magic Archer
Poison
Cannon Goblin Gang Magic Archer
Lightning
Cannon Magic Archer Goblinstein
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Freeze Magic Archer Mega Knight

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.

Electro Spirit Freeze P.E.K.K.A Mega Knight

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Cannon Goblin Gang Freeze Magic Archer Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

11 Electro Spirit Cannon Goblin Gang Freeze

Attack Synergies 1 3

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.

Electro Spirit
P.E.K.K.A
Cannon
Goblin Gang
P.E.K.K.A
Freeze
P.E.K.K.A
Magic Archer Electro Spirit Goblin Gang
Magic Archer
P.E.K.K.A Mega Knight
Mega Knight
Magic Archer
Goblinstein

Defense Synergies 0 6

Electro Spirit
Cannon
Goblin Gang Magic Archer
Goblin Gang
Cannon P.E.K.K.A Magic Archer
Freeze
Mega Knight
P.E.K.K.A
Goblin Gang
Magic Archer
Cannon Goblin Gang Mega Knight
Mega Knight
Freeze Magic Archer
Goblinstein

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.

Cannon Magic Archer
P.E.K.K.A Cannon Goblin Gang Mega Knight
Cannon Goblin Gang P.E.K.K.A Mega Knight Freeze
Cannon P.E.K.K.A Goblin Gang Mega Knight
P.E.K.K.A Mega Knight
Goblin Gang Freeze Electro Spirit Cannon Magic Archer Mega Knight
Electro Spirit Cannon Goblin Gang Freeze Magic Archer
Electro Spirit Cannon P.E.K.K.A Magic Archer Mega Knight
Cannon P.E.K.K.A Goblin Gang
Goblin Gang Cannon Mega Knight
Goblin Gang Electro Spirit Cannon Freeze Magic Archer Mega Knight
Goblin Gang Magic Archer
Cannon P.E.K.K.A Mega Knight Goblin Gang Freeze
Mega Knight Electro Spirit Cannon Goblin Gang Freeze P.E.K.K.A Magic Archer
P.E.K.K.A Cannon Goblin Gang Mega Knight
Cannon Goblin Gang Freeze P.E.K.K.A Mega Knight
Mega Knight Cannon Goblin Gang P.E.K.K.A
Cannon Mega Knight Electro Spirit Goblin Gang Magic Archer
Freeze Electro Spirit Cannon Magic Archer Mega Knight
P.E.K.K.A Cannon
Goblin Gang Mega Knight Electro Spirit Cannon 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 Mega Knight P.E.K.K.A
Goblin Gang Magic Archer Mega Knight
Goblin Gang P.E.K.K.A Mega Knight
Goblin Gang P.E.K.K.A Mega Knight
P.E.K.K.A Cannon Goblin Gang Mega Knight
Electro Spirit Goblin Gang Freeze Magic Archer
Goblin Gang P.E.K.K.A
P.E.K.K.A Mega Knight
Freeze P.E.K.K.A Mega Knight Electro Spirit Magic Archer
P.E.K.K.A Cannon Goblin Gang
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Cannon Goblin Gang
Cannon Magic Archer Mega Knight
Goblin Gang Electro Spirit Freeze P.E.K.K.A Magic Archer
Mega Knight Electro Spirit Cannon Freeze P.E.K.K.A Magic Archer
Electro Spirit Cannon

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.)

Magic Archer Freeze
Magic Archer
Magic Archer
Freeze
Magic Archer Mega Knight
Electro Spirit Freeze Magic Archer
Magic Archer
Freeze Magic Archer
Goblin Gang
Magic Archer
Magic Archer
Magic Archer
Freeze Magic Archer
Magic Archer
Magic Archer
Magic Archer Mega Knight
Freeze
Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Mega Knight
Freeze Electro Spirit Magic Archer Mega Knight
Magic Archer
Magic Archer Mega Knight
Magic Archer
Magic Archer
Electro Spirit Freeze
Magic Archer Mega Knight
Electro Spirit Freeze Magic Archer
P.E.K.K.A Mega Knight
Magic Archer
Electro Spirit Goblin Gang Freeze Magic Archer
Magic Archer
Freeze
Goblin Gang Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Mega Knight
Electro Spirit Goblin Gang Freeze Magic Archer
Magic Archer
Freeze Magic Archer Mega Knight
P.E.K.K.A
Mega Knight

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