My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Goblin Giant

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.

Prince Goblin Giant Electro Giant Skeleton King

Offensive cards

Win conditions

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

Goblin Giant Electro Giant

Damage spells

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

Arrows Earthquake

Punishments

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

Mini P.E.K.K.A Prince Goblin Giant Electro Giant

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.

Fire Spirit Mini P.E.K.K.A Prince Goblin Giant Electro Giant Skeleton King

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.

Mini 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
Prince Skeleton King
Giant Snowball
Fire Spirit Skeleton King
Zap
Fire Spirit Prince Goblin Giant Skeleton King
Barbarian Barrel
Fire Spirit Skeleton King
The Log
Fire Spirit Mini P.E.K.K.A Prince Skeleton King
Earthquake
Skeleton King
Arrows
Fire Spirit Skeleton King
Royal Delivery
Fire Spirit Mini P.E.K.K.A Prince Skeleton King
Fireball
Skeleton King
Poison
Skeleton King
Lightning
Mini P.E.K.K.A Prince Skeleton King
Rocket
Prince Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Earthquake Electro Giant Skeleton King

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.

Fire Spirit Arrows Mini P.E.K.K.A Prince Electro Giant

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Arrows Earthquake Mini P.E.K.K.A Skeleton King Prince Goblin Giant Electro Giant

Shortest cycle

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

11 Fire Spirit Arrows Earthquake Mini P.E.K.K.A

Attack Synergies 0 14

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.

Fire Spirit
Mini P.E.K.K.A Prince Goblin Giant
Arrows
Earthquake Mini P.E.K.K.A Prince Goblin Giant
Earthquake
Arrows Mini P.E.K.K.A Prince Goblin Giant Electro Giant
Mini P.E.K.K.A
Fire Spirit Arrows Earthquake Goblin Giant Electro Giant
Prince
Fire Spirit Arrows Earthquake Electro Giant
Goblin Giant
Fire Spirit Arrows Earthquake Mini P.E.K.K.A
Electro Giant
Earthquake Mini P.E.K.K.A Prince
Skeleton King

Defense Synergies 0 6

Fire Spirit
Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A Prince
Earthquake
Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Arrows Earthquake Electro Giant
Prince
Arrows Electro Giant
Goblin Giant
Electro Giant
Mini P.E.K.K.A Prince
Skeleton King

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 Goblin Giant
Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince Fire Spirit
Mini P.E.K.K.A Prince Skeleton King
Arrows Earthquake Mini P.E.K.K.A Prince
Arrows Fire Spirit Earthquake
Fire Spirit Arrows
Earthquake Arrows Goblin Giant Electro Giant
Mini P.E.K.K.A Prince Skeleton King
Fire Spirit Mini P.E.K.K.A Prince
Arrows Earthquake Goblin Giant Electro Giant Skeleton King
Arrows
Mini P.E.K.K.A Prince Fire Spirit Earthquake
Fire Spirit Arrows Earthquake Mini P.E.K.K.A Prince Skeleton King
Mini P.E.K.K.A Prince Skeleton King
Mini P.E.K.K.A Prince Electro Giant
Arrows Mini P.E.K.K.A Prince
Fire Spirit Arrows Prince
Arrows Earthquake Fire Spirit
Mini P.E.K.K.A Prince
Fire Spirit Arrows Earthquake Mini P.E.K.K.A Prince Goblin Giant Electro Giant
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Prince Electro Giant
Arrows Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince Goblin Giant
Mini P.E.K.K.A Prince Goblin Giant
Mini P.E.K.K.A Prince Goblin Giant
Fire Spirit Arrows Electro Giant Goblin Giant
Mini P.E.K.K.A Prince Goblin Giant
Mini P.E.K.K.A Prince Goblin Giant
Mini P.E.K.K.A Prince
Goblin Giant
Mini P.E.K.K.A Prince
Arrows Prince Goblin Giant Electro Giant
Mini P.E.K.K.A Prince Goblin Giant Skeleton King
Electro Giant
Electro Giant Mini P.E.K.K.A Prince Goblin Giant Skeleton King
Arrows Earthquake Mini P.E.K.K.A Electro Giant Skeleton King
Arrows

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 Arrows
Arrows
Earthquake Arrows Goblin Giant
Earthquake Arrows Prince
Fire Spirit Arrows Earthquake
Arrows Electro Giant Fire Spirit Goblin Giant
Fire Spirit Arrows Earthquake
Arrows Earthquake Fire Spirit
Arrows
Fire Spirit Mini P.E.K.K.A Prince
Arrows Earthquake Prince
Fire Spirit Arrows
Earthquake Fire Spirit
Earthquake Arrows
Earthquake Arrows Prince
Earthquake Arrows
Earthquake Arrows
Arrows Earthquake
Mini P.E.K.K.A
Fire Spirit Arrows Earthquake Mini P.E.K.K.A Prince
Fire Spirit Arrows Earthquake Electro Giant
Earthquake Prince
Arrows
Prince
Earthquake Arrows
Arrows Earthquake Electro Giant Fire Spirit
Arrows Earthquake
Arrows Prince
Arrows
Fire Spirit Arrows Electro Giant
Electro Giant
Mini P.E.K.K.A
Arrows Earthquake
Arrows
Prince
Arrows Earthquake
Earthquake Fire Spirit Prince
Fire Spirit Arrows
Arrows
Mini P.E.K.K.A Prince
Arrows Earthquake Skeleton King
Arrows Electro Giant
Prince
Electro Giant Skeleton King
Prince Goblin Giant Electro Giant
Prince

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