My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Wizard Electro 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.

Wizard Rune Giant Electro Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Arrows Tornado

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.

Goblins Rune 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 Dragon Goblin Machine

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado Electro Dragon Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado Electro Dragon Goblin Machine

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 Tornado Rune Giant P.E.K.K.A Goblin Machine

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.

Goblins 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.

Goblins Arrows Tornado Rune Giant Wizard Electro Dragon Goblin Machine P.E.K.K.A

Shortest cycle

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

12 Goblins Arrows Tornado Rune Giant

Attack Synergies 3 3

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.

Goblins
Arrows
P.E.K.K.A
Wizard
Tornado P.E.K.K.A
Tornado
Wizard P.E.K.K.A Electro Dragon
Rune Giant
Electro Dragon
Tornado P.E.K.K.A
P.E.K.K.A
Arrows Tornado Wizard Electro Dragon
Goblin Machine

Defense Synergies 2 6

Goblins
Wizard Electro Dragon
Arrows
Tornado P.E.K.K.A
Wizard
Tornado Goblins P.E.K.K.A
Tornado
Wizard P.E.K.K.A Arrows Electro Dragon
Rune Giant
Electro Dragon
Goblins Tornado
P.E.K.K.A
Tornado Arrows Wizard
Goblin Machine

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 Electro Dragon
P.E.K.K.A Goblins Electro Dragon
Tornado P.E.K.K.A Goblins Electro Dragon
P.E.K.K.A Goblins Electro Dragon
Arrows Tornado P.E.K.K.A
Arrows Tornado Goblins Electro Dragon
Tornado Arrows Wizard Electro Dragon
Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Goblins Tornado
Tornado Goblins
Goblins Arrows Wizard Tornado Electro Dragon
Arrows Wizard Tornado Electro Dragon
P.E.K.K.A Wizard Electro Dragon
Wizard Goblins Arrows Tornado Electro Dragon P.E.K.K.A
P.E.K.K.A
Tornado P.E.K.K.A
Wizard Goblins Arrows Tornado Electro Dragon P.E.K.K.A
Arrows Goblins Wizard Tornado Electro Dragon
Arrows Wizard Tornado Electro Dragon
P.E.K.K.A Tornado
Wizard Goblins Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Goblins P.E.K.K.A
Arrows Wizard Electro Dragon
P.E.K.K.A Goblins Electro Dragon
P.E.K.K.A Tornado
P.E.K.K.A
Arrows Wizard Tornado Electro Dragon
P.E.K.K.A Goblins
P.E.K.K.A
Electro Dragon P.E.K.K.A Goblins Tornado
P.E.K.K.A
P.E.K.K.A Electro Dragon
P.E.K.K.A Arrows Tornado
P.E.K.K.A Wizard
Wizard Electro Dragon
Electro Dragon Goblins Tornado P.E.K.K.A
Arrows Wizard Electro Dragon P.E.K.K.A
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 Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Wizard Arrows
Arrows Wizard Tornado Electro Dragon Goblin Machine
Arrows Wizard Tornado
Arrows Wizard Tornado Electro Dragon
Arrows Wizard Tornado Electro Dragon
Goblins Tornado Electro Dragon
Arrows Wizard Tornado Electro Dragon Goblin Machine
Arrows Wizard Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Tornado
Arrows Wizard Electro Dragon Goblin Machine
Arrows Wizard Tornado Electro Dragon Goblin Machine
Arrows Wizard Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Wizard Electro Dragon Goblin Machine
Arrows Wizard Tornado Electro Dragon
Arrows Wizard Tornado Electro Dragon
Arrows Tornado
Arrows Wizard Tornado Electro Dragon
Electro Dragon Wizard
Arrows Wizard Electro Dragon
Arrows Electro Dragon
P.E.K.K.A
Arrows Wizard
Electro Dragon
Arrows Wizard Tornado Electro Dragon
Arrows
Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado
P.E.K.K.A
Wizard Electro Dragon

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