My Best Clash Royale Deck

Deck Check Rating

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

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.

Spear Goblins 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.

Spear Goblins Royal Giant Valkyrie P.E.K.K.A Magic Archer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Fireball

Punishments

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

Goblin Gang Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Spear Goblins Goblin Gang Royal Giant Valkyrie P.E.K.K.A Magic Archer

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Valkyrie Magic Archer

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 Valkyrie P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Fireball

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 Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap Goblin Gang Fireball Valkyrie Magic Archer Royal Giant P.E.K.K.A

Shortest cycle

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

11 Spear Goblins Zap Goblin Gang Fireball

Attack Synergies 5 13

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
Valkyrie Zap Goblin Gang Royal Giant
Zap
Fireball P.E.K.K.A Spear Goblins Royal Giant Valkyrie Magic Archer
Goblin Gang
Spear Goblins Royal Giant Valkyrie P.E.K.K.A
Royal Giant
Fireball Spear Goblins Zap Goblin Gang Magic Archer
Fireball
Zap Royal Giant Magic Archer
Valkyrie
Spear Goblins Zap Goblin Gang P.E.K.K.A Magic Archer
P.E.K.K.A
Zap Magic Archer Goblin Gang Valkyrie
Magic Archer
P.E.K.K.A Zap Royal Giant Fireball Valkyrie

Defense Synergies 1 14

Spear Goblins
Zap Goblin Gang Valkyrie P.E.K.K.A
Zap
Fireball Spear Goblins Goblin Gang Valkyrie P.E.K.K.A Magic Archer
Goblin Gang
Spear Goblins Zap Valkyrie P.E.K.K.A Magic Archer
Royal Giant
Fireball
Zap Valkyrie
Valkyrie
Spear Goblins Zap Goblin Gang Fireball P.E.K.K.A Magic Archer
P.E.K.K.A
Spear Goblins Zap Goblin Gang Valkyrie
Magic Archer
Zap Goblin Gang Valkyrie

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 Zap Fireball Valkyrie Magic Archer
P.E.K.K.A Zap Goblin Gang Valkyrie
Goblin Gang P.E.K.K.A Valkyrie
P.E.K.K.A Goblin Gang Valkyrie
Fireball Valkyrie P.E.K.K.A
Goblin Gang Fireball Spear Goblins Zap Valkyrie Magic Archer
Spear Goblins Zap Goblin Gang Fireball Magic Archer
Zap Fireball Valkyrie P.E.K.K.A Magic Archer
P.E.K.K.A Goblin Gang
Goblin Gang Spear Goblins Valkyrie
Goblin Gang Valkyrie Spear Goblins Zap Fireball Magic Archer
Spear Goblins Zap Goblin Gang Fireball Magic Archer
P.E.K.K.A Zap Goblin Gang Fireball Valkyrie
Fireball Valkyrie Zap Goblin Gang P.E.K.K.A Magic Archer
P.E.K.K.A Goblin Gang
Zap Goblin Gang Fireball P.E.K.K.A
Goblin Gang Fireball Valkyrie P.E.K.K.A
Fireball Spear Goblins Zap Goblin Gang Valkyrie Magic Archer
Zap Valkyrie Spear Goblins Fireball Magic Archer
P.E.K.K.A
Goblin Gang Valkyrie Spear Goblins Fireball 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 Valkyrie Spear Goblins Zap Fireball P.E.K.K.A
Fireball Zap Goblin Gang Valkyrie Magic Archer
Goblin Gang P.E.K.K.A Spear Goblins Zap Valkyrie
Goblin Gang Valkyrie P.E.K.K.A Zap Fireball
P.E.K.K.A Goblin Gang Valkyrie
Fireball Zap Goblin Gang Magic Archer
Goblin Gang P.E.K.K.A Spear Goblins Fireball Valkyrie
P.E.K.K.A Valkyrie
Zap P.E.K.K.A Spear Goblins Fireball Valkyrie Magic Archer
P.E.K.K.A Goblin Gang
P.E.K.K.A Valkyrie
P.E.K.K.A Zap Fireball Valkyrie
P.E.K.K.A Goblin Gang Fireball Valkyrie
Fireball Valkyrie Magic Archer
Goblin Gang Spear Goblins Zap Fireball Valkyrie P.E.K.K.A Magic Archer
Valkyrie Zap Fireball P.E.K.K.A Magic Archer

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.)

Fireball Magic Archer Valkyrie
Fireball Zap Magic Archer
Fireball Magic Archer
Fireball Valkyrie
Fireball Zap Valkyrie Magic Archer
Fireball Spear Goblins Zap Magic Archer
Magic Archer
Fireball Zap Magic Archer
Fireball Zap
Goblin Gang Fireball
Zap Fireball Valkyrie Magic Archer
Fireball Zap Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Spear Goblins Zap Fireball Magic Archer
Magic Archer Fireball
Fireball
Zap Fireball Magic Archer
Zap Fireball Valkyrie Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Fireball Valkyrie Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Zap Fireball Magic Archer
Zap Fireball
Fireball
Zap Fireball Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Spear Goblins Goblin Gang Fireball Magic Archer
Fireball Zap Magic Archer
Fireball
Fireball Goblin Gang Valkyrie Magic Archer
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Goblin Gang Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer

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