My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Dart Goblin 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.

Skeletons Battle Ram P.E.K.K.A Bandit Electro Wizard Goblinstein

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.

Battle Ram Bandit

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.

Dart Goblin Battle Ram P.E.K.K.A Bandit

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.

Bandit 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
Skeletons Battle Ram Bandit
Giant Snowball
Skeletons Dart Goblin Battle Ram
Zap
Skeletons Dart Goblin Battle Ram Bandit
Barbarian Barrel
Skeletons Dart Goblin Battle Ram Bandit Electro Wizard
The Log
Skeletons Dart Goblin Battle Ram Bandit
Earthquake
Skeletons
Arrows
Skeletons Dart Goblin
Royal Delivery
Skeletons Dart Goblin Battle Ram P.E.K.K.A Bandit Electro Wizard
Fireball
Dart Goblin Battle Ram Bandit Electro Wizard
Poison
Dart Goblin Electro Wizard
Lightning
Battle Ram Bandit Electro Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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

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.

Dart Goblin 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.

Skeletons Zap Dart Goblin Bandit Battle Ram Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Dart Goblin Bandit

Attack Synergies 5 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
Zap
Battle Ram P.E.K.K.A Electro Wizard Dart Goblin Bandit
Dart Goblin
Zap Battle Ram P.E.K.K.A Bandit
Battle Ram
Zap Bandit Dart Goblin P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard Dart Goblin Battle Ram
Bandit
Battle Ram Zap Dart Goblin Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Bandit
Goblinstein

Defense Synergies 2 12

Skeletons
Dart Goblin Zap P.E.K.K.A Bandit Electro Wizard
Zap
Electro Wizard Skeletons Dart Goblin P.E.K.K.A Bandit
Dart Goblin
Skeletons Zap P.E.K.K.A Bandit Electro Wizard
Battle Ram
P.E.K.K.A
Skeletons Zap Dart Goblin Electro Wizard
Bandit
Skeletons Zap Dart Goblin Electro Wizard
Electro Wizard
Zap Skeletons Dart Goblin P.E.K.K.A Bandit
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.

Zap Dart Goblin Electro Wizard
P.E.K.K.A Skeletons Zap Dart Goblin Bandit Electro Wizard
P.E.K.K.A Skeletons Dart Goblin Bandit Electro Wizard
P.E.K.K.A Skeletons Dart Goblin Bandit Electro Wizard
P.E.K.K.A
Skeletons Zap Dart Goblin Bandit Electro Wizard
Dart Goblin Electro Wizard Zap
Zap Dart Goblin P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Skeletons
Skeletons Dart Goblin Bandit Electro Wizard
Dart Goblin Electro Wizard Skeletons Zap Bandit
Zap Dart Goblin Electro Wizard
P.E.K.K.A Skeletons Zap Bandit Electro Wizard
Zap Dart Goblin P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Skeletons P.E.K.K.A Electro Wizard
Zap Dart Goblin Bandit Electro Wizard
Zap Dart Goblin Bandit Electro Wizard
P.E.K.K.A Dart Goblin Electro Wizard
Dart Goblin P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap
P.E.K.K.A Bandit Skeletons Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Skeletons Bandit
Skeletons Zap Dart Goblin Electro Wizard
P.E.K.K.A Skeletons Dart Goblin Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons Bandit
P.E.K.K.A Skeletons Dart Goblin
P.E.K.K.A Dart Goblin
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Skeletons Bandit
Dart Goblin
Electro Wizard Skeletons Zap Dart Goblin P.E.K.K.A
Zap Dart Goblin P.E.K.K.A Electro Wizard
Zap 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.)

Dart Goblin Bandit
Zap Dart Goblin Bandit Electro Wizard
Dart Goblin Bandit
Dart Goblin
Zap
Zap Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin Bandit
Electro Wizard
Zap Dart Goblin Bandit Electro Wizard
Zap Dart Goblin
Dart Goblin Bandit
Dart Goblin Bandit
Zap Dart Goblin
Zap Dart Goblin Bandit
Dart Goblin Bandit
Zap Dart Goblin Bandit Electro Wizard
Zap Dart Goblin
Zap
Zap
Zap Dart Goblin Bandit Electro Wizard
Zap Bandit
Zap Dart Goblin Bandit
Zap Dart Goblin Electro Wizard
Zap Electro Wizard Dart Goblin
Zap Dart Goblin Bandit
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Dart Goblin Bandit
Zap Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
Zap Dart Goblin
Zap
Dart Goblin P.E.K.K.A
Zap Dart Goblin Electro Wizard
Zap Dart Goblin Electro Wizard
Zap Dart Goblin Bandit Electro Wizard
P.E.K.K.A
Dart Goblin

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