My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Magic Archer

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.

Battle Ram P.E.K.K.A Royal Ghost Magic Archer Mega Knight

Offensive cards

Win conditions

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

Battle Ram

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.

Goblin Gang Battle Ram Royal Ghost Mega Knight

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 Battle Ram P.E.K.K.A Royal Ghost Magic Archer Mega Knight

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.

Royal Ghost 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
Goblin Gang Battle Ram
Giant Snowball
Goblin Gang Battle Ram
Zap
Goblin Gang Battle Ram
Barbarian Barrel
Goblin Gang Battle Ram Royal Ghost Magic Archer
The Log
Goblin Gang Battle Ram
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Battle Ram P.E.K.K.A Royal Ghost Magic Archer
Fireball
Goblin Gang Battle Ram Magic Archer
Poison
Goblin Gang Magic Archer
Lightning
Battle Ram Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost Magic Archer Mega Knight

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.

Battle Ram P.E.K.K.A Royal Ghost Mega Knight

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

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.

Mirror Zap Goblin Gang Royal Ghost Battle Ram Magic Archer P.E.K.K.A Mega Knight

Shortest cycle

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

8 Mirror Zap Goblin Gang Royal Ghost

Attack Synergies 5 15

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
Battle Ram Mirror P.E.K.K.A Royal Ghost Magic Archer Mega Knight
Goblin Gang
Battle Ram Mirror P.E.K.K.A Royal Ghost
Battle Ram
Zap Magic Archer Goblin Gang Mirror P.E.K.K.A Royal Ghost
Mirror
Zap Goblin Gang Battle Ram Royal Ghost Magic Archer
P.E.K.K.A
Zap Magic Archer Goblin Gang Battle Ram
Royal Ghost
Zap Goblin Gang Battle Ram Mirror Magic Archer Mega Knight
Magic Archer
Battle Ram P.E.K.K.A Zap Mirror Royal Ghost Mega Knight
Mega Knight
Zap Royal Ghost Magic Archer

Defense Synergies 2 11

Zap
Mirror Mega Knight Goblin Gang P.E.K.K.A Royal Ghost Magic Archer
Goblin Gang
Zap Mirror P.E.K.K.A Magic Archer
Battle Ram
Mirror
Zap Goblin Gang Magic Archer Mega Knight
P.E.K.K.A
Zap Goblin Gang
Royal Ghost
Zap Mega Knight
Magic Archer
Zap Goblin Gang Mirror Mega Knight
Mega Knight
Zap Mirror Royal Ghost Magic Archer

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 Magic Archer
P.E.K.K.A Zap Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Gang Mega Knight
P.E.K.K.A Mega Knight
Goblin Gang Zap Royal Ghost Magic Archer Mega Knight
Zap Goblin Gang Magic Archer
Zap P.E.K.K.A Magic Archer Mega Knight
P.E.K.K.A Goblin Gang
Goblin Gang Royal Ghost Mega Knight
Goblin Gang Zap Royal Ghost Magic Archer Mega Knight
Zap Goblin Gang Magic Archer
P.E.K.K.A Mega Knight Zap Goblin Gang
Mega Knight Zap Goblin Gang P.E.K.K.A Royal Ghost Magic Archer
P.E.K.K.A Goblin Gang Mega Knight
Zap Goblin Gang P.E.K.K.A Mega Knight
Mega Knight Goblin Gang P.E.K.K.A
Mega Knight Zap Goblin Gang Royal Ghost Magic Archer
Zap Royal Ghost Magic Archer Mega Knight
P.E.K.K.A
Goblin Gang Royal Ghost Mega Knight P.E.K.K.A
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 Mega Knight Zap P.E.K.K.A Royal Ghost
Zap Goblin Gang Royal Ghost Magic Archer Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Zap
Goblin Gang P.E.K.K.A Mega Knight Zap
P.E.K.K.A Goblin Gang Mega Knight
Zap Goblin Gang Magic Archer
Goblin Gang P.E.K.K.A
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Magic Archer
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Goblin Gang
Magic Archer Mega Knight
Goblin Gang Zap P.E.K.K.A Magic Archer
Mega Knight Zap P.E.K.K.A Royal Ghost Magic Archer
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.)

Magic Archer Royal Ghost
Zap Royal Ghost Magic Archer
Magic Archer
Zap Magic Archer Mega Knight
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap
Goblin Gang
Zap Magic Archer
Zap Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer Mega Knight
Zap Magic Archer Mega Knight
Zap Magic Archer Mega Knight
Magic Archer Mega Knight
Zap
Zap Magic Archer Mega Knight
Zap Royal Ghost Magic Archer
Zap Magic Archer Mega Knight
Zap Magic Archer
Zap Magic Archer
Zap
Zap Magic Archer Mega Knight
Zap Magic Archer
P.E.K.K.A Mega Knight
Magic Archer
Zap Goblin Gang Magic Archer
Zap Magic Archer
Goblin Gang Magic Archer Mega Knight
Zap Magic Archer
Zap
P.E.K.K.A Mega Knight
Zap Goblin Gang Magic Archer
Zap Magic Archer
Zap Royal Ghost Magic Archer Mega Knight
P.E.K.K.A
Mega Knight

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