My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Inferno Tower Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard P.E.K.K.A Magic Archer Goblinstein

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Zap

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Hog Rider P.E.K.K.A Magic Archer

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.

Hog Rider Goblin Barrel 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
Hog Rider Goblin Barrel
Giant Snowball
Hog Rider Goblin Barrel
Zap
Inferno Tower Goblin Barrel
Barbarian Barrel
Inferno Tower Wizard Goblin Barrel Magic Archer
The Log
Hog Rider Goblin Barrel
Earthquake
Hog Rider Inferno Tower Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Hog Rider Wizard Goblin Barrel P.E.K.K.A Magic Archer
Fireball
Hog Rider Inferno Tower Wizard Goblin Barrel Magic Archer
Poison
Inferno Tower Wizard Magic Archer
Lightning
Inferno Tower Wizard Magic Archer Goblinstein
Rocket
Hog Rider Inferno Tower Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Magic Archer

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.

Inferno Tower 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.

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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Barrel Hog Rider Magic Archer Inferno Tower Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

13 Zap Goblin Barrel Hog Rider Magic Archer

Attack Synergies 4 6

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
Hog Rider P.E.K.K.A Magic Archer
Hog Rider
Zap Wizard Goblin Barrel Magic Archer
Inferno Tower
Wizard
Hog Rider P.E.K.K.A
Goblin Barrel
Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Goblinstein Wizard Goblin Barrel
Magic Archer
P.E.K.K.A Zap Hog Rider
Goblinstein
P.E.K.K.A

Defense Synergies 1 4

Zap
Inferno Tower P.E.K.K.A Magic Archer
Hog Rider
Inferno Tower
Zap
Wizard
P.E.K.K.A
Goblin Barrel
P.E.K.K.A
Goblinstein Zap Wizard
Magic Archer
Zap
Goblinstein
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.

Zap Inferno Tower Wizard Magic Archer
Inferno Tower P.E.K.K.A Zap
Inferno Tower P.E.K.K.A
Inferno Tower P.E.K.K.A
P.E.K.K.A
Zap Magic Archer
Inferno Tower Zap Wizard Magic Archer
Zap Inferno Tower P.E.K.K.A Magic Archer
Inferno Tower P.E.K.K.A
Inferno Tower
Zap Wizard Magic Archer
Inferno Tower Zap Wizard Magic Archer
Inferno Tower P.E.K.K.A Zap Wizard
Wizard Zap P.E.K.K.A Magic Archer
Inferno Tower P.E.K.K.A
Inferno Tower Zap P.E.K.K.A Goblinstein
Wizard Inferno Tower P.E.K.K.A
Zap Wizard Magic Archer
Zap Wizard Magic Archer
P.E.K.K.A Inferno Tower
Wizard P.E.K.K.A
Inferno Tower P.E.K.K.A

Counters to secondary win conditions

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

Zap Inferno Tower P.E.K.K.A
Zap Wizard Magic Archer
P.E.K.K.A Zap Inferno Tower
P.E.K.K.A Zap Inferno Tower
Inferno Tower P.E.K.K.A
Wizard Goblinstein Zap Magic Archer
P.E.K.K.A Inferno Tower
Inferno Tower P.E.K.K.A
Zap P.E.K.K.A Goblinstein Inferno Tower Magic Archer
Inferno Tower P.E.K.K.A
P.E.K.K.A Inferno Tower
P.E.K.K.A Zap
P.E.K.K.A Inferno Tower Wizard
Wizard Magic Archer
Inferno Tower Zap P.E.K.K.A Magic Archer Goblinstein
Zap Inferno Tower Wizard P.E.K.K.A Magic Archer
Zap Inferno Tower

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
Zap Magic Archer
Magic Archer
Wizard Zap Magic Archer Goblinstein
Wizard Goblinstein Zap Magic Archer
Wizard Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Wizard Magic Archer
Magic Archer Wizard
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Wizard
Zap
Zap Wizard Magic Archer Goblinstein
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Zap Magic Archer
Zap Wizard Magic Archer
Zap Wizard Goblinstein
Zap Wizard Magic Archer
Zap Magic Archer
P.E.K.K.A
Wizard Magic Archer
Zap Magic Archer Goblinstein
Zap Wizard Magic Archer
Wizard Magic Archer
Zap Wizard Magic Archer
Zap
P.E.K.K.A
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
P.E.K.K.A
Wizard

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