My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Godly!

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.

Archers Goblin Gang Musketeer

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.

Archers Musketeer P.E.K.K.A

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 Rage

Punishments

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

Goblin Gang

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.

Electro Spirit Goblin Gang 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 Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows

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.

Electro Spirit Arrows Rage P.E.K.K.A

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 Musketeer

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Rage Archers Arrows Goblin Gang Musketeer P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Zap Rage Archers

Attack Synergies 3 8

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.

Electro Spirit
Zap P.E.K.K.A
Zap
Arrows P.E.K.K.A Electro Spirit Archers Musketeer
Archers
Zap Arrows P.E.K.K.A
Arrows
Zap P.E.K.K.A Archers
Goblin Gang
P.E.K.K.A
Musketeer
Zap P.E.K.K.A
Rage
P.E.K.K.A
Zap Arrows Electro Spirit Archers Goblin Gang Musketeer

Defense Synergies 1 11

Electro Spirit
Zap
Zap
Electro Spirit Archers Arrows Goblin Gang Musketeer P.E.K.K.A
Archers
Zap Goblin Gang P.E.K.K.A
Arrows
Zap P.E.K.K.A
Goblin Gang
Musketeer Zap Archers P.E.K.K.A
Musketeer
Goblin Gang Zap P.E.K.K.A
Rage
P.E.K.K.A
Zap Archers Arrows Goblin Gang Musketeer

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 Musketeer
P.E.K.K.A Zap Goblin Gang Musketeer
Goblin Gang P.E.K.K.A Archers Musketeer
P.E.K.K.A Goblin Gang Musketeer
Arrows P.E.K.K.A
Arrows Goblin Gang Electro Spirit Zap Archers Musketeer
Musketeer Electro Spirit Zap Archers Arrows Goblin Gang
Electro Spirit Zap Arrows Musketeer P.E.K.K.A
P.E.K.K.A Goblin Gang Musketeer
Goblin Gang Archers Musketeer
Archers Goblin Gang Electro Spirit Zap Arrows Musketeer
Arrows Musketeer Zap Archers Goblin Gang
P.E.K.K.A Zap Goblin Gang Musketeer
Electro Spirit Zap Arrows Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang
Zap Goblin Gang P.E.K.K.A
Arrows Goblin Gang Musketeer P.E.K.K.A
Arrows Electro Spirit Zap Archers Goblin Gang Musketeer
Zap Arrows Electro Spirit Archers Musketeer
P.E.K.K.A Musketeer
Goblin Gang Electro Spirit Archers Arrows Musketeer P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Zap Archers P.E.K.K.A
Zap Archers Arrows Goblin Gang Musketeer
Goblin Gang P.E.K.K.A Zap Musketeer
Goblin Gang P.E.K.K.A Zap Musketeer
P.E.K.K.A Goblin Gang Musketeer
Arrows Electro Spirit Zap Archers Goblin Gang Musketeer
Goblin Gang P.E.K.K.A Archers Musketeer
P.E.K.K.A
Zap P.E.K.K.A Electro Spirit
P.E.K.K.A Goblin Gang Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Zap Arrows
P.E.K.K.A Goblin Gang
Archers Musketeer
Goblin Gang Electro Spirit Zap Archers Musketeer P.E.K.K.A
Arrows Electro Spirit Zap Archers Musketeer P.E.K.K.A
Electro Spirit 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 Musketeer
Arrows Zap Musketeer
Arrows
Arrows Musketeer
Zap Arrows
Arrows Electro Spirit Zap Musketeer
Archers Arrows Musketeer
Arrows Zap
Arrows Zap
Goblin Gang Musketeer
Zap Arrows Musketeer
Zap Archers Arrows Musketeer
Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Arrows Musketeer
Arrows
Zap Archers Arrows Musketeer
Zap Arrows
Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows Electro Spirit
Arrows Zap Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Zap Archers Arrows Musketeer
Zap Electro Spirit Musketeer
Zap Arrows Musketeer
Zap Electro Spirit Arrows
P.E.K.K.A
Arrows
Zap Electro Spirit Archers Goblin Gang Musketeer
Zap Archers Arrows Musketeer
Arrows
Goblin Gang Musketeer
Arrows Zap Musketeer
Zap Arrows
Musketeer P.E.K.K.A
Zap Electro Spirit Goblin Gang Musketeer
Zap Musketeer
Zap Musketeer
P.E.K.K.A

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