My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. 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 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!
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!
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.

Goblin Gang 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.

Battle Ram Wizard Electro Giant Royal Ghost Fisherman

Offensive cards

Win conditions

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

Battle Ram Electro Giant

Damage spells

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

Missing

Punishments

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

Goblin Gang Mini P.E.K.K.A Battle Ram Electro Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant 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.

Mini P.E.K.K.A Battle Ram Guards Electro Giant 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.

Goblin Gang 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.

Goblin Gang Guards Royal Ghost Fisherman Mini P.E.K.K.A Battle Ram Wizard Electro Giant

Shortest cycle

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

12 Goblin Gang Guards Royal Ghost Fisherman

Attack Synergies 0 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.

Goblin Gang
Mini P.E.K.K.A Battle Ram Royal Ghost
Mini P.E.K.K.A
Goblin Gang Wizard Electro Giant
Battle Ram
Goblin Gang Royal Ghost
Wizard
Mini P.E.K.K.A Royal Ghost
Guards
Electro Giant
Mini P.E.K.K.A Fisherman
Royal Ghost
Goblin Gang Battle Ram Wizard Fisherman
Fisherman
Electro Giant Royal Ghost

Defense Synergies 1 11

Goblin Gang
Mini P.E.K.K.A Guards Fisherman
Mini P.E.K.K.A
Goblin Gang Wizard Guards Electro Giant Royal Ghost Fisherman
Battle Ram
Wizard
Mini P.E.K.K.A Guards Royal Ghost
Guards
Fisherman Goblin Gang Mini P.E.K.K.A Wizard
Electro Giant
Mini P.E.K.K.A Fisherman
Royal Ghost
Mini P.E.K.K.A Wizard
Fisherman
Guards Goblin Gang Mini P.E.K.K.A Electro Giant

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.

Wizard
Mini P.E.K.K.A Goblin Gang Fisherman
Goblin Gang Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Goblin Gang Guards Fisherman
Mini P.E.K.K.A
Goblin Gang Guards Royal Ghost
Goblin Gang Wizard
Electro Giant
Mini P.E.K.K.A Goblin Gang Fisherman
Goblin Gang Guards Mini P.E.K.K.A Royal Ghost Fisherman
Goblin Gang Guards Wizard Electro Giant Royal Ghost Fisherman
Goblin Gang Wizard
Mini P.E.K.K.A Goblin Gang Wizard Guards
Wizard Goblin Gang Mini P.E.K.K.A Guards Royal Ghost
Mini P.E.K.K.A Goblin Gang
Goblin Gang Mini P.E.K.K.A Electro Giant Fisherman
Wizard Goblin Gang Mini P.E.K.K.A Fisherman
Goblin Gang Wizard Guards Royal Ghost Fisherman
Wizard Guards Royal Ghost Fisherman
Mini P.E.K.K.A Fisherman
Goblin Gang Wizard Royal Ghost Mini P.E.K.K.A Guards Electro Giant Fisherman

Counters to secondary win conditions

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

Goblin Gang Mini P.E.K.K.A Guards Electro Giant Royal Ghost Fisherman
Goblin Gang Mini P.E.K.K.A Wizard Royal Ghost Fisherman
Goblin Gang Guards Mini P.E.K.K.A Fisherman
Goblin Gang Mini P.E.K.K.A Guards Fisherman
Goblin Gang Mini P.E.K.K.A Guards Fisherman
Wizard Electro Giant Goblin Gang
Goblin Gang Mini P.E.K.K.A Guards
Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A
Goblin Gang Guards
Mini P.E.K.K.A Guards
Guards Electro Giant
Mini P.E.K.K.A Goblin Gang Wizard Guards
Wizard Electro Giant
Goblin Gang Guards Electro Giant Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Wizard Electro Giant Royal Ghost

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.)

Guards Royal Ghost
Royal Ghost Fisherman
Guards
Wizard
Wizard Electro Giant
Wizard
Wizard
Wizard Fisherman
Goblin Gang Mini P.E.K.K.A Guards Fisherman
Wizard Fisherman
Wizard
Fisherman
Fisherman
Fisherman
Wizard
Wizard
Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Wizard Fisherman
Wizard Electro Giant
Wizard
Fisherman
Electro Giant Wizard
Fisherman
Wizard Royal Ghost Fisherman
Wizard Fisherman
Fisherman
Wizard Electro Giant
Wizard Guards Electro Giant
Mini P.E.K.K.A
Wizard
Wizard
Goblin Gang Guards
Wizard
Goblin Gang Mini P.E.K.K.A Wizard
Wizard
Electro Giant
Electro Giant Goblin Gang Guards
Electro Giant Royal Ghost
Wizard

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