My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang Wizard 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.

Royal Giant Wizard P.E.K.K.A Electro Wizard

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 Arrows The Log

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.

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 Royal Giant 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.

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
Goblin Gang Royal Giant
Giant Snowball
Goblin Gang
Zap
Goblin Gang Royal Giant
Barbarian Barrel
Goblin Gang Wizard Electro Wizard
The Log
Goblin Gang Royal Giant
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Wizard P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Wizard Electro Wizard
Poison
Goblin Gang Wizard Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard The Log

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.

Arrows 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

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 Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Arrows Goblin Gang Electro Wizard Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

10 Zap The Log Arrows Goblin Gang

Attack Synergies 6 9

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
Arrows P.E.K.K.A Electro Wizard Royal Giant The Log
Arrows
Zap Royal Giant P.E.K.K.A
Goblin Gang
Royal Giant P.E.K.K.A
Royal Giant
Arrows Zap Goblin Gang Wizard The Log Electro Wizard
Wizard
Royal Giant P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Goblin Gang Wizard The Log
The Log
Zap Royal Giant P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Royal Giant

Defense Synergies 2 13

Zap
Electro Wizard Arrows Goblin Gang P.E.K.K.A The Log
Arrows
Zap P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A The Log Electro Wizard
Royal Giant
Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Zap Arrows Goblin Gang Wizard Electro Wizard
The Log
P.E.K.K.A Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Goblin Gang Wizard P.E.K.K.A The Log

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 Wizard The Log Electro Wizard
P.E.K.K.A Zap Goblin Gang The Log Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Arrows P.E.K.K.A The Log
Arrows Goblin Gang The Log Zap Electro Wizard
Electro Wizard Zap Arrows Goblin Gang Wizard
Zap Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Electro Wizard
Goblin Gang Electro Wizard Zap Arrows Wizard The Log
Arrows Zap Goblin Gang Wizard Electro Wizard
P.E.K.K.A Zap Goblin Gang Wizard The Log Electro Wizard
Wizard Zap Arrows Goblin Gang P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
Wizard Arrows Goblin Gang P.E.K.K.A Electro Wizard
Arrows Zap Goblin Gang Wizard The Log Electro Wizard
Zap Arrows Wizard The Log Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Wizard Arrows P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Goblin Gang Wizard The Log
Goblin Gang P.E.K.K.A Zap The Log Electro Wizard
Goblin Gang P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang
Arrows Wizard Zap Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Zap Arrows The Log Electro Wizard
P.E.K.K.A Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard Zap P.E.K.K.A The Log
Arrows Zap Wizard P.E.K.K.A The Log Electro Wizard
Zap 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 The Log
Arrows Zap The Log Electro Wizard
Arrows The Log
Arrows The Log
Wizard Zap Arrows The Log
Arrows Wizard Zap
Arrows Wizard The Log
Arrows The Log Zap Wizard
Arrows The Log Zap Wizard
Goblin Gang Electro Wizard
Zap Arrows Wizard The Log Electro Wizard
Zap Arrows Wizard
The Log
Arrows
Zap Arrows The Log
Zap Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Zap Arrows Wizard The Log Electro Wizard
Zap Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Zap Arrows The Log
Zap Arrows The Log Wizard
Arrows The Log Zap Wizard Electro Wizard
Zap Arrows Wizard The Log
Zap Arrows The Log
Zap Arrows Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Arrows Wizard The Log
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard The Log
Zap Electro Wizard Goblin Gang
Zap Arrows Wizard Electro Wizard
Arrows The Log
Goblin Gang Wizard Electro Wizard
Arrows The Log Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Goblin Gang The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard
P.E.K.K.A
Wizard

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