My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Flying Machine Ice 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.

Knight Flying Machine Balloon P.E.K.K.A Ice Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Earthquake Freeze

Punishments

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

Goblin Gang Balloon

Pump responses

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

Earthquake

Dropped at the bridge

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

Knight Goblin Gang Flying Machine Balloon 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.

Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Freeze 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.

Knight Freeze 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 Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Goblin Gang Earthquake Ice Wizard Flying Machine Freeze Balloon P.E.K.K.A

Shortest cycle

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

12 Knight Goblin Gang Earthquake Ice Wizard

Attack Synergies 3 11

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.

Knight
Goblin Gang Balloon Earthquake Flying Machine Ice Wizard
Goblin Gang
Knight Balloon P.E.K.K.A
Earthquake
Knight Balloon P.E.K.K.A
Flying Machine
Knight Balloon P.E.K.K.A
Freeze
Balloon
Balloon
Knight Freeze Goblin Gang Earthquake Flying Machine Ice Wizard
P.E.K.K.A
Goblin Gang Earthquake Flying Machine Ice Wizard
Ice Wizard
Knight Balloon P.E.K.K.A

Defense Synergies 2 9

Knight
Goblin Gang Ice Wizard Earthquake Flying Machine
Goblin Gang
Knight Flying Machine P.E.K.K.A Ice Wizard
Earthquake
Knight Ice Wizard
Flying Machine
Knight Goblin Gang P.E.K.K.A Ice Wizard
Freeze
Balloon
P.E.K.K.A
Goblin Gang Flying Machine Ice Wizard
Ice Wizard
Knight Goblin Gang Earthquake Flying Machine 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.

Earthquake Knight Flying Machine
P.E.K.K.A Knight Goblin Gang Flying Machine Ice Wizard
Goblin Gang P.E.K.K.A Knight Freeze Ice Wizard
P.E.K.K.A Knight Goblin Gang Ice Wizard
Earthquake P.E.K.K.A
Goblin Gang Freeze Earthquake Flying Machine Ice Wizard
Goblin Gang Flying Machine Freeze Ice Wizard
Earthquake Flying Machine P.E.K.K.A
P.E.K.K.A Goblin Gang Ice Wizard
Knight Goblin Gang Ice Wizard
Goblin Gang Ice Wizard Knight Earthquake Flying Machine Freeze
Goblin Gang Flying Machine Ice Wizard
P.E.K.K.A Knight Goblin Gang Earthquake Flying Machine Freeze Ice Wizard
Goblin Gang Earthquake Freeze P.E.K.K.A
P.E.K.K.A Knight Goblin Gang
Goblin Gang Freeze P.E.K.K.A
Knight Goblin Gang P.E.K.K.A
Knight Goblin Gang Flying Machine Ice Wizard
Earthquake Freeze Knight Flying Machine Ice Wizard
P.E.K.K.A
Goblin Gang Knight Earthquake Flying Machine 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.

Knight Goblin Gang P.E.K.K.A
Knight Goblin Gang Flying Machine
Goblin Gang P.E.K.K.A Knight
Goblin Gang P.E.K.K.A Knight
P.E.K.K.A Knight Goblin Gang
Goblin Gang Flying Machine Freeze Ice Wizard
Goblin Gang P.E.K.K.A Knight Flying Machine Ice Wizard
P.E.K.K.A Knight
Freeze P.E.K.K.A Knight Flying Machine
P.E.K.K.A Goblin Gang
P.E.K.K.A Knight Flying Machine
P.E.K.K.A
P.E.K.K.A Knight Goblin Gang
Flying Machine
Goblin Gang Knight Flying Machine Freeze P.E.K.K.A
Earthquake Flying Machine Freeze P.E.K.K.A Ice Wizard
Ice 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.)

Earthquake Knight Flying Machine Freeze
Flying Machine Ice Wizard
Earthquake Flying Machine
Earthquake Knight Flying Machine Freeze
Earthquake
Flying Machine Freeze Ice Wizard
Earthquake Flying Machine
Earthquake Flying Machine Freeze Ice Wizard
Flying Machine
Goblin Gang
Knight Earthquake Flying Machine
Flying Machine
Earthquake Flying Machine Knight
Earthquake Flying Machine Freeze
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake Freeze
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake
Earthquake Flying Machine
Earthquake Freeze Ice Wizard
Earthquake Flying Machine Ice Wizard
Flying Machine
Flying Machine Ice Wizard
Flying Machine Freeze
Earthquake
Freeze
P.E.K.K.A
Earthquake
Earthquake Goblin Gang Flying Machine Freeze
Flying Machine Ice Wizard
Freeze
Knight Goblin Gang Flying Machine
Earthquake Flying Machine
Flying Machine P.E.K.K.A
Goblin Gang Flying Machine Freeze
Flying Machine
Flying Machine Freeze
P.E.K.K.A

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