My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 Hut Inferno Tower Electro Dragon

Defensive buildings

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

Goblin Hut Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Archers Goblin Hut 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.

Missing

Damage spells

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

Missing

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.

Barbarians 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

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
Bomber Archers Skeleton Army
Giant Snowball
Bomber Archers Barbarians Goblin Hut Skeleton Army Electro Dragon
Zap
Bomber Archers Goblin Hut Inferno Tower Skeleton Army
Barbarian Barrel
Bomber Archers Barbarians Goblin Hut Inferno Tower Skeleton Army
The Log
Bomber Archers Barbarians Goblin Hut Skeleton Army
Earthquake
Bomber Archers Barbarians Goblin Hut Inferno Tower Skeleton Army
Arrows
Bomber Archers Goblin Hut Skeleton Army
Royal Delivery
Bomber Archers Barbarians Goblin Hut Skeleton Army Electro Dragon P.E.K.K.A
Fireball
Bomber Archers Barbarians Goblin Hut Inferno Tower Skeleton Army Electro Dragon
Poison
Bomber Archers Barbarians Goblin Hut Inferno Tower Skeleton Army Electro Dragon
Lightning
Goblin Hut Inferno Tower Electro Dragon
Rocket
Barbarians Goblin Hut Inferno Tower Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Electro Dragon

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Inferno Tower Skeleton Army P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Skeleton Army Barbarians Goblin Hut Inferno Tower Electro Dragon P.E.K.K.A

Shortest cycle

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

13 Bomber Archers Skeleton Army Barbarians

Attack Synergies 0 5

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.

Bomber
P.E.K.K.A
Archers
Goblin Hut Electro Dragon P.E.K.K.A
Barbarians
Goblin Hut
Archers
Inferno Tower
Skeleton Army
Electro Dragon
Archers P.E.K.K.A
P.E.K.K.A
Bomber Archers Electro Dragon

Defense Synergies 1 10

Bomber
P.E.K.K.A
Archers
Goblin Hut Inferno Tower Skeleton Army P.E.K.K.A
Barbarians
Skeleton Army
Goblin Hut
Archers Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army Archers Goblin Hut Electro Dragon
Skeleton Army
Inferno Tower Archers Barbarians Goblin Hut Electro Dragon
Electro Dragon
Inferno Tower Skeleton Army
P.E.K.K.A
Bomber Archers

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.

Bomber Goblin Hut Inferno Tower Electro Dragon
Barbarians Inferno Tower Skeleton Army P.E.K.K.A Goblin Hut Electro Dragon
Barbarians Goblin Hut Inferno Tower Skeleton Army P.E.K.K.A Bomber Archers Electro Dragon
Barbarians Goblin Hut Inferno Tower Skeleton Army P.E.K.K.A Electro Dragon
Bomber Barbarians Skeleton Army P.E.K.K.A
Skeleton Army Bomber Archers Electro Dragon
Inferno Tower Archers Goblin Hut Electro Dragon
Barbarians Inferno Tower Electro Dragon P.E.K.K.A
Barbarians Inferno Tower P.E.K.K.A Goblin Hut Skeleton Army
Skeleton Army Bomber Archers Barbarians Inferno Tower
Archers Barbarians Skeleton Army Bomber Goblin Hut Electro Dragon
Inferno Tower Archers Goblin Hut Electro Dragon
Barbarians Goblin Hut Inferno Tower Skeleton Army P.E.K.K.A Bomber Electro Dragon
Bomber Skeleton Army Barbarians Goblin Hut Electro Dragon P.E.K.K.A
Barbarians Inferno Tower Skeleton Army P.E.K.K.A Goblin Hut
Barbarians Inferno Tower Skeleton Army Goblin Hut P.E.K.K.A
Barbarians Bomber Goblin Hut Inferno Tower Skeleton Army Electro Dragon P.E.K.K.A
Bomber Archers Barbarians Goblin Hut Skeleton Army Electro Dragon
Bomber Archers Barbarians Goblin Hut Electro Dragon
Barbarians P.E.K.K.A Goblin Hut Inferno Tower
Bomber Skeleton Army Archers Barbarians Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Skeleton Army Archers Goblin Hut Inferno Tower P.E.K.K.A
Bomber Archers Electro Dragon
Barbarians Skeleton Army P.E.K.K.A Goblin Hut Inferno Tower Electro Dragon
Skeleton Army P.E.K.K.A Barbarians Inferno Tower
Barbarians Inferno Tower P.E.K.K.A Goblin Hut Skeleton Army
Archers Goblin Hut Electro Dragon
Skeleton Army P.E.K.K.A Archers Barbarians Goblin Hut Inferno Tower
Inferno Tower P.E.K.K.A Barbarians Skeleton Army
Electro Dragon P.E.K.K.A Barbarians Goblin Hut Inferno Tower Skeleton Army
Inferno Tower P.E.K.K.A Barbarians Goblin Hut Skeleton Army
P.E.K.K.A Barbarians Goblin Hut Inferno Tower Electro Dragon
Skeleton Army P.E.K.K.A Barbarians
Barbarians Skeleton Army P.E.K.K.A Inferno Tower
Bomber Archers Barbarians Skeleton Army Electro Dragon
Barbarians Goblin Hut Inferno Tower Skeleton Army Electro Dragon Bomber Archers P.E.K.K.A
Bomber Archers Barbarians Goblin Hut Inferno Tower Electro Dragon P.E.K.K.A
Bomber Goblin Hut Inferno Tower

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.)

Electro Dragon
Electro Dragon
Goblin Hut Electro Dragon
Barbarians
Bomber
Electro Dragon
Bomber Archers
Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Archers Electro Dragon
Goblin Hut
Electro Dragon
Goblin Hut
Bomber Goblin Hut Electro Dragon
Goblin Hut Electro Dragon
Bomber
Bomber Archers Electro Dragon
Bomber Electro Dragon
Barbarians Electro Dragon
Bomber Electro Dragon
Electro Dragon
Electro Dragon
Archers Electro Dragon
Electro Dragon Goblin Hut
Bomber Electro Dragon
Electro Dragon
P.E.K.K.A
Archers Barbarians Goblin Hut Skeleton Army Electro Dragon
Archers Electro Dragon
Electro Dragon
Bomber Electro Dragon
Electro Dragon P.E.K.K.A
Electro Dragon
Electro Dragon
Electro Dragon
P.E.K.K.A
Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: