My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Fire Spirit Goblin Gang

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.

Skeletons P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang 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.

Electro Spirit Fire Spirit Goblin Gang 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 Spirit Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap The Log

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.

Electro Spirit Fire Spirit 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.

Fire Spirit Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Fire Spirit Zap The Log Goblin Gang Goblin Barrel P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Zap

Attack Synergies 3 8

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.

Skeletons
Electro Spirit
Zap P.E.K.K.A
Fire Spirit
P.E.K.K.A Zap Goblin Barrel
Zap
P.E.K.K.A Electro Spirit Fire Spirit The Log
Goblin Gang
Goblin Barrel P.E.K.K.A
Goblin Barrel
Goblin Gang Fire Spirit P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Electro Spirit Goblin Gang Goblin Barrel The Log
The Log
Zap P.E.K.K.A

Defense Synergies 1 15

Skeletons
Electro Spirit Fire Spirit Zap P.E.K.K.A The Log
Electro Spirit
Skeletons Zap The Log
Fire Spirit
Skeletons Zap P.E.K.K.A The Log
Zap
Skeletons Electro Spirit Fire Spirit Goblin Gang P.E.K.K.A The Log
Goblin Gang
Zap P.E.K.K.A The Log
Goblin Barrel
P.E.K.K.A
The Log Skeletons Fire Spirit Zap Goblin Gang
The Log
P.E.K.K.A Skeletons Electro Spirit Fire Spirit Zap Goblin Gang

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 The Log
P.E.K.K.A Skeletons Zap Goblin Gang The Log
Goblin Gang P.E.K.K.A Skeletons Fire Spirit
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A The Log
Goblin Gang The Log Skeletons Electro Spirit Fire Spirit Zap
Electro Spirit Fire Spirit Zap Goblin Gang
Electro Spirit Zap P.E.K.K.A The Log
P.E.K.K.A Skeletons Goblin Gang
Goblin Gang Skeletons Fire Spirit
Goblin Gang Skeletons Electro Spirit Zap The Log
Zap Goblin Gang
P.E.K.K.A Skeletons Fire Spirit Zap Goblin Gang The Log
Fire Spirit Electro Spirit Zap Goblin Gang P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Zap Goblin Gang P.E.K.K.A The Log
Skeletons Goblin Gang P.E.K.K.A
Fire Spirit Electro Spirit Zap Goblin Gang The Log
Zap The Log Electro Spirit Fire Spirit
P.E.K.K.A
Goblin Gang Electro Spirit Fire Spirit P.E.K.K.A The Log
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 Skeletons Zap P.E.K.K.A
Zap Goblin Gang The Log
Goblin Gang P.E.K.K.A Skeletons Zap The Log
Goblin Gang P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons Goblin Gang
Fire Spirit Skeletons Electro Spirit Zap Goblin Gang
Goblin Gang P.E.K.K.A Skeletons
P.E.K.K.A
Zap P.E.K.K.A Skeletons Electro Spirit The Log
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A
P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons Goblin Gang
Goblin Gang Skeletons Electro Spirit Zap P.E.K.K.A The Log
Electro Spirit Zap P.E.K.K.A The Log
Electro Spirit Zap

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.)

The Log
Zap The Log
The Log
The Log
Fire Spirit Zap The Log
Electro Spirit Fire Spirit Zap
Fire Spirit The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Goblin Gang
Zap The Log
Fire Spirit Zap
Fire Spirit The Log
Zap The Log
Zap The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Zap The Log
The Log
The Log
Zap The Log
Zap The Log Electro Spirit Fire Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Zap
Zap Electro Spirit
Zap The Log
Zap Electro Spirit
P.E.K.K.A
The Log
Zap Electro Spirit Fire Spirit Goblin Gang
Fire Spirit Zap
The Log
Goblin Gang
The Log Zap
Zap
P.E.K.K.A
Zap Electro Spirit Goblin Gang The Log
Zap
Zap The Log
P.E.K.K.A

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