My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
RIP
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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Electro Wizard Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Drill

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 Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram Goblin Drill

Damage spells

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

Void

Punishments

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

Battle Ram

Pump responses

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

Void Goblin Drill

Dropped at the bridge

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

Barbarians Battle Ram 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.

Goblin Drill 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
Battle Ram Guards Goblin Drill Inferno Dragon
Giant Snowball
Barbarians Battle Ram Guards Goblin Drill Inferno Dragon
Zap
Battle Ram Guards Goblin Drill Inferno Dragon
Barbarian Barrel
Barbarians Battle Ram Guards Goblin Drill Electro Wizard
The Log
Barbarians Battle Ram Guards Goblin Drill
Earthquake
Barbarians Guards Goblin Drill
Arrows
Guards Goblin Drill
Royal Delivery
Barbarians Battle Ram Guards Goblin Drill P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Barbarians Battle Ram Goblin Drill Electro Wizard Inferno Dragon
Poison
Barbarians Guards Goblin Drill Electro Wizard
Lightning
Battle Ram Electro Wizard Inferno Dragon
Rocket
Barbarians Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Guards Goblin Drill P.E.K.K.A Inferno Dragon

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.

Barbarians 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Void Battle Ram Goblin Drill Electro Wizard Inferno Dragon Barbarians P.E.K.K.A

Shortest cycle

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

14 Guards Void Battle Ram Goblin Drill

Attack Synergies 1 2

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.

Barbarians
Battle Ram
P.E.K.K.A Electro Wizard
Guards
Void
Goblin Drill
P.E.K.K.A
Electro Wizard Battle Ram
Electro Wizard
P.E.K.K.A Battle Ram
Inferno Dragon

Defense Synergies 0 5

Barbarians
Battle Ram
Guards
Goblin Drill Electro Wizard
Void
Goblin Drill
Guards Electro Wizard
P.E.K.K.A
Electro Wizard
Electro Wizard
Guards Goblin Drill P.E.K.K.A Inferno Dragon
Inferno Dragon
Electro Wizard

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.

Void Electro Wizard
Barbarians P.E.K.K.A Inferno Dragon Goblin Drill Electro Wizard
Barbarians P.E.K.K.A Void Goblin Drill Electro Wizard Inferno Dragon
Barbarians P.E.K.K.A Inferno Dragon Guards Goblin Drill Electro Wizard
Barbarians P.E.K.K.A
Guards Electro Wizard
Electro Wizard Inferno Dragon Void
Barbarians Void P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Inferno Dragon Goblin Drill
Guards Barbarians Electro Wizard
Barbarians Guards Electro Wizard Goblin Drill
Inferno Dragon Electro Wizard
Barbarians Goblin Drill P.E.K.K.A Guards Electro Wizard
Barbarians Guards Goblin Drill P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Inferno Dragon Goblin Drill Electro Wizard
Barbarians Goblin Drill P.E.K.K.A Electro Wizard Inferno Dragon
Barbarians Goblin Drill P.E.K.K.A Electro Wizard
Barbarians Guards Goblin Drill Electro Wizard
Goblin Drill Barbarians Guards Electro Wizard Inferno Dragon
Barbarians P.E.K.K.A Goblin Drill Electro Wizard Inferno Dragon
Barbarians Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon

Counters to secondary win conditions

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

Barbarians Guards Void P.E.K.K.A Electro Wizard
Void Electro Wizard Inferno Dragon
Barbarians Guards P.E.K.K.A Electro Wizard
Guards P.E.K.K.A Barbarians Electro Wizard
Barbarians P.E.K.K.A Guards Goblin Drill Inferno Dragon
Electro Wizard
Guards P.E.K.K.A Barbarians Void Electro Wizard
P.E.K.K.A Barbarians Inferno Dragon
Void P.E.K.K.A Electro Wizard Barbarians Inferno Dragon
P.E.K.K.A Barbarians Guards Goblin Drill Inferno Dragon
P.E.K.K.A Inferno Dragon Barbarians Guards
P.E.K.K.A Barbarians Guards Void Electro Wizard
Barbarians P.E.K.K.A Guards
Barbarians
Barbarians Guards Electro Wizard Goblin Drill P.E.K.K.A Inferno Dragon
Barbarians P.E.K.K.A Electro Wizard Inferno Dragon
Void 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.)

Void Guards Goblin Drill
Void Electro Wizard
Void Goblin Drill
Barbarians Guards Void
Void
Guards Void Electro Wizard
Void Electro Wizard
Void
Void
Void
Goblin Drill
Void Electro Wizard
Void
Void
Void
Void
Barbarians Void Goblin Drill
Inferno Dragon
Void Electro Wizard
Void
Void
Void Electro Wizard
Electro Wizard Guards Void
Void
Void
Void Electro Wizard
P.E.K.K.A
Electro Wizard Barbarians Guards Void
Electro Wizard
Void Electro Wizard
Void
P.E.K.K.A
Guards Electro Wizard
Void Electro Wizard
Void Electro Wizard
P.E.K.K.A Inferno Dragon
Void
Void

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