My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Dart Goblin Wizard

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.

Wizard P.E.K.K.A

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.

Arrows The Log

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 Dart Goblin P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log

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.

Arrows Guards P.E.K.K.A

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 Dart Goblin 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Cannon Goblin Gang Dart Goblin Guards Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Cannon Goblin Gang

Attack Synergies 1 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.

Arrows
P.E.K.K.A
Cannon
Goblin Gang
Dart Goblin P.E.K.K.A
Dart Goblin
Goblin Gang P.E.K.K.A The Log
Wizard
P.E.K.K.A
Guards
The Log
P.E.K.K.A
Arrows Goblin Gang Dart Goblin Wizard The Log
The Log
Dart Goblin Guards P.E.K.K.A

Defense Synergies 2 17

Arrows
Cannon P.E.K.K.A
Cannon
The Log Arrows Goblin Gang Dart Goblin Wizard Guards
Goblin Gang
Cannon Dart Goblin Guards P.E.K.K.A The Log
Dart Goblin
Cannon Goblin Gang Guards P.E.K.K.A The Log
Wizard
Cannon Guards P.E.K.K.A The Log
Guards
Cannon Goblin Gang Dart Goblin Wizard The Log
P.E.K.K.A
The Log Arrows Goblin Gang Dart Goblin Wizard
The Log
Cannon P.E.K.K.A Goblin Gang Dart Goblin Wizard Guards

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 Dart Goblin Wizard The Log
P.E.K.K.A Cannon Goblin Gang Dart Goblin The Log
Cannon Goblin Gang P.E.K.K.A Dart Goblin
Cannon P.E.K.K.A Goblin Gang Dart Goblin Guards
Arrows P.E.K.K.A The Log
Arrows Goblin Gang The Log Cannon Dart Goblin Guards
Dart Goblin Arrows Cannon Goblin Gang Wizard
Arrows Cannon Dart Goblin P.E.K.K.A The Log
Cannon P.E.K.K.A Goblin Gang
Goblin Gang Guards Cannon Dart Goblin
Goblin Gang Dart Goblin Guards Arrows Cannon Wizard The Log
Arrows Goblin Gang Dart Goblin Wizard
Cannon P.E.K.K.A Goblin Gang Wizard Guards The Log
Wizard Arrows Cannon Goblin Gang Dart Goblin Guards P.E.K.K.A The Log
P.E.K.K.A Cannon Goblin Gang
Cannon Goblin Gang P.E.K.K.A The Log
Wizard Arrows Cannon Goblin Gang P.E.K.K.A
Arrows Cannon Goblin Gang Dart Goblin Wizard Guards The Log
Arrows Wizard The Log Cannon Dart Goblin Guards
P.E.K.K.A Cannon Dart Goblin
Goblin Gang Wizard Arrows Cannon Dart Goblin Guards P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Goblin Gang Guards P.E.K.K.A
Arrows Goblin Gang Wizard The Log
Goblin Gang Guards P.E.K.K.A The Log
Goblin Gang Guards P.E.K.K.A The Log
P.E.K.K.A Cannon Goblin Gang Guards
Arrows Wizard Goblin Gang Dart Goblin
Goblin Gang Guards P.E.K.K.A Dart Goblin
P.E.K.K.A
P.E.K.K.A The Log
P.E.K.K.A Cannon Goblin Gang Dart Goblin Guards
P.E.K.K.A Dart Goblin Guards
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Cannon Goblin Gang Wizard Guards
Wizard Cannon Dart Goblin
Goblin Gang Guards Dart Goblin P.E.K.K.A The Log
Arrows Cannon Dart Goblin Wizard P.E.K.K.A The Log
Arrows 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.)

Arrows Dart Goblin Guards The Log
Arrows Dart Goblin The Log
Arrows Dart Goblin The Log
Arrows Dart Goblin Guards The Log
Wizard Arrows The Log
Arrows Wizard Dart Goblin
Arrows Dart Goblin Wizard The Log
Arrows The Log Dart Goblin Wizard
Arrows The Log Dart Goblin Wizard
Goblin Gang Guards
Arrows Dart Goblin Wizard The Log
Arrows Dart Goblin Wizard
Dart Goblin The Log
Arrows Dart Goblin
Arrows Dart Goblin The Log
Arrows Dart Goblin Wizard The Log
Arrows Dart Goblin Wizard The Log
Arrows
Arrows Dart Goblin Wizard The Log
Arrows Dart Goblin Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard
Arrows The Log Dart Goblin Wizard
Arrows Wizard The Log
Arrows Dart Goblin The Log
Arrows Dart Goblin Wizard
Dart Goblin Wizard Guards
Arrows Dart Goblin Wizard The Log
Arrows
P.E.K.K.A
Arrows Wizard The Log
Goblin Gang Dart Goblin Guards
Arrows Dart Goblin Wizard
Arrows The Log
Goblin Gang Dart Goblin Wizard
Arrows The Log Dart Goblin Wizard
Arrows
Dart Goblin P.E.K.K.A
Goblin Gang Dart Goblin Guards The Log
Dart Goblin
Dart Goblin The Log
P.E.K.K.A
Dart Goblin Wizard

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