My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Firecracker Electro 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.

Spear Goblins Firecracker Balloon P.E.K.K.A Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Hog Rider Balloon

Damage spells

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

Arrows

Punishments

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

Hog Rider Balloon

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.

Spear Goblins Hog Rider 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.

Firecracker Hog Rider Balloon Electro Wizard

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
Spear Goblins Hog Rider Balloon
Giant Snowball
Spear Goblins Hog Rider Balloon
Zap
Spear Goblins Firecracker Balloon
Barbarian Barrel
Spear Goblins Firecracker Electro Wizard
The Log
Spear Goblins Firecracker Hog Rider
Earthquake
Spear Goblins Firecracker Hog Rider
Arrows
Spear Goblins Firecracker
Royal Delivery
Spear Goblins Firecracker Hog Rider Balloon P.E.K.K.A Electro Wizard
Fireball
Firecracker Hog Rider Balloon Electro Wizard
Poison
Spear Goblins Firecracker Balloon Electro Wizard
Lightning
Balloon Electro Wizard Goblinstein
Rocket
Hog Rider Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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.

Spear Goblins Arrows 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.

Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Arrows Firecracker Hog Rider Electro Wizard Balloon Goblinstein P.E.K.K.A

Shortest cycle

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

12 Spear Goblins Arrows Firecracker Hog Rider

Attack Synergies 6 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.

Spear Goblins
Hog Rider Firecracker Balloon
Arrows
Hog Rider Balloon P.E.K.K.A
Firecracker
Hog Rider Spear Goblins Balloon P.E.K.K.A
Hog Rider
Spear Goblins Arrows Firecracker Balloon Electro Wizard
Balloon
Arrows Spear Goblins Firecracker Hog Rider Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Firecracker
Electro Wizard
P.E.K.K.A Hog Rider Balloon
Goblinstein

Defense Synergies 0 8

Spear Goblins
Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows
Spear Goblins P.E.K.K.A
Firecracker
Spear Goblins P.E.K.K.A Electro Wizard
Hog Rider
Balloon
P.E.K.K.A
Spear Goblins Arrows Firecracker Electro Wizard
Electro Wizard
Spear Goblins Firecracker P.E.K.K.A
Goblinstein

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.

Spear Goblins Firecracker Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Spear Goblins Firecracker Electro Wizard
Electro Wizard Spear Goblins Arrows Firecracker
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Spear Goblins Firecracker Electro Wizard
Electro Wizard Spear Goblins Arrows Firecracker
Arrows Spear Goblins Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Spear Goblins Firecracker Electro Wizard
Arrows Spear Goblins Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Spear Goblins Arrows Firecracker P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Spear Goblins P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker
P.E.K.K.A Spear Goblins Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Arrows Firecracker Electro Wizard
P.E.K.K.A Spear Goblins Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Spear Goblins Firecracker
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Spear Goblins Firecracker P.E.K.K.A
Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Electro 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.)

Arrows Firecracker
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Spear Goblins
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Electro Wizard
Firecracker Arrows Electro Wizard
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Spear Goblins Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Electro Wizard
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker
Arrows
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Electro Wizard Spear Goblins
Arrows Firecracker Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard
P.E.K.K.A
Firecracker

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