My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Wizard Baby Dragon

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 Knight Wizard Baby Dragon Royal Ghost

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows

Punishments

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

Mini P.E.K.K.A Royal Ghost

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.

Spear Goblins Knight Mini P.E.K.K.A Baby Dragon Royal Ghost

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.

Mini P.E.K.K.A Royal Ghost

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
Giant Snowball
Spear Goblins Baby Dragon
Zap
Spear Goblins
Barbarian Barrel
Spear Goblins Knight Wizard Royal Ghost
The Log
Spear Goblins Mini P.E.K.K.A
Earthquake
Spear Goblins
Arrows
Spear Goblins
Royal Delivery
Spear Goblins Knight Mini P.E.K.K.A Wizard Baby Dragon Royal Ghost
Fireball
Wizard Baby Dragon
Poison
Spear Goblins Wizard
Lightning
Knight Mini P.E.K.K.A Wizard Baby Dragon
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Baby Dragon Royal Ghost

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 Arrows Knight Mini P.E.K.K.A Baby Dragon Royal Ghost

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.

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.

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 Arrows Knight Royal Ghost Mini P.E.K.K.A Baby Dragon Wizard

Shortest cycle

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

10 Spear Goblins Zap Arrows Knight

Attack Synergies 3 14

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
Knight Zap Mini P.E.K.K.A Baby Dragon Royal Ghost
Zap
Arrows Spear Goblins Knight Mini P.E.K.K.A Baby Dragon Royal Ghost
Arrows
Zap Knight Mini P.E.K.K.A
Knight
Spear Goblins Baby Dragon Zap Arrows Wizard
Mini P.E.K.K.A
Spear Goblins Zap Arrows Wizard Baby Dragon
Wizard
Knight Mini P.E.K.K.A Royal Ghost
Baby Dragon
Knight Spear Goblins Zap Mini P.E.K.K.A
Royal Ghost
Spear Goblins Zap Wizard

Defense Synergies 2 18

Spear Goblins
Knight Zap Arrows Mini P.E.K.K.A Baby Dragon Royal Ghost
Zap
Mini P.E.K.K.A Spear Goblins Arrows Knight Baby Dragon Royal Ghost
Arrows
Spear Goblins Zap Knight Mini P.E.K.K.A
Knight
Spear Goblins Zap Arrows Mini P.E.K.K.A Wizard Baby Dragon
Mini P.E.K.K.A
Zap Spear Goblins Arrows Knight Wizard Baby Dragon Royal Ghost
Wizard
Knight Mini P.E.K.K.A Royal Ghost
Baby Dragon
Spear Goblins Zap Knight Mini P.E.K.K.A
Royal Ghost
Spear Goblins Zap Mini P.E.K.K.A 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.

Spear Goblins Zap Knight Wizard Baby Dragon
Mini P.E.K.K.A Zap Knight
Mini P.E.K.K.A Knight
Mini P.E.K.K.A Knight
Arrows Mini P.E.K.K.A
Arrows Spear Goblins Zap Baby Dragon Royal Ghost
Spear Goblins Zap Arrows Wizard Baby Dragon
Zap Arrows Baby Dragon
Mini P.E.K.K.A
Knight Spear Goblins Mini P.E.K.K.A Royal Ghost
Spear Goblins Zap Arrows Knight Wizard Baby Dragon Royal Ghost
Arrows Spear Goblins Zap Wizard Baby Dragon
Mini P.E.K.K.A Zap Knight Wizard
Wizard Zap Arrows Mini P.E.K.K.A Baby Dragon Royal Ghost
Mini P.E.K.K.A Knight
Zap Mini P.E.K.K.A
Wizard Arrows Knight Mini P.E.K.K.A
Arrows Spear Goblins Zap Knight Wizard Baby Dragon Royal Ghost
Zap Arrows Wizard Baby Dragon Spear Goblins Knight Royal Ghost
Mini P.E.K.K.A
Wizard Royal Ghost Spear Goblins Arrows Knight Mini P.E.K.K.A Baby Dragon

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Spear Goblins Zap Royal Ghost
Zap Arrows Knight Mini P.E.K.K.A Wizard Baby Dragon Royal Ghost
Spear Goblins Zap Knight Mini P.E.K.K.A
Mini P.E.K.K.A Zap Knight
Knight Mini P.E.K.K.A
Arrows Wizard Zap Baby Dragon
Mini P.E.K.K.A Spear Goblins Knight
Mini P.E.K.K.A Knight
Zap Spear Goblins Knight Mini P.E.K.K.A Baby Dragon
Knight Mini P.E.K.K.A
Zap Arrows
Mini P.E.K.K.A Knight Wizard
Wizard Baby Dragon
Spear Goblins Zap Knight Mini P.E.K.K.A Baby Dragon
Arrows Zap Mini P.E.K.K.A Wizard Baby Dragon Royal Ghost
Zap Arrows

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 Knight Baby Dragon Royal Ghost
Arrows Zap Baby Dragon Royal Ghost
Arrows Baby Dragon
Arrows Knight
Wizard Zap Arrows Baby Dragon
Arrows Wizard Spear Goblins Zap Baby Dragon
Arrows Wizard Baby Dragon
Arrows Zap Wizard Baby Dragon
Arrows Zap Wizard
Mini P.E.K.K.A
Zap Arrows Knight Wizard
Zap Arrows Wizard Baby Dragon
Knight Baby Dragon
Arrows Baby Dragon
Zap Arrows Baby Dragon
Spear Goblins Zap Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard Baby Dragon
Zap Arrows Wizard Baby Dragon
Baby Dragon
Arrows Wizard
Zap Arrows Baby Dragon
Zap Arrows Wizard Baby Dragon
Arrows Zap Wizard Baby Dragon Royal Ghost
Zap Arrows Wizard Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Wizard Baby Dragon
Zap Wizard
Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows
Arrows Wizard
Zap Spear Goblins
Zap Arrows Wizard Baby Dragon
Arrows
Knight Mini P.E.K.K.A Wizard Baby Dragon
Arrows Zap Wizard Baby Dragon
Zap Arrows
Zap Baby Dragon
Zap
Zap Baby Dragon Royal Ghost
Wizard

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