My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Electro 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.

Skeletons Spear Goblins Royal Giant Giant Skeleton P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Void

Punishments

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

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Spear Goblins Royal Giant Giant Skeleton 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.

Giant Skeleton Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

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.

Spear Goblins Arrows Giant Skeleton 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.

Royal Giant

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.

Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Spear Goblins Arrows Void Electro Wizard Royal Giant Giant Skeleton P.E.K.K.A

Shortest cycle

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

9 Skeletons Spear Goblins Arrows Void

Attack Synergies 4 7

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.

Skeletons
Spear Goblins
Royal Giant Giant Skeleton
Arrows
Royal Giant Void P.E.K.K.A Giant Skeleton
Royal Giant
Arrows Spear Goblins Void Giant Skeleton Electro Wizard
Void
Arrows Royal Giant
Giant Skeleton
Spear Goblins Arrows Royal Giant Electro Wizard
P.E.K.K.A
Arrows Electro Wizard
Electro Wizard
P.E.K.K.A Royal Giant Giant Skeleton

Defense Synergies 0 13

Skeletons
Spear Goblins Giant Skeleton P.E.K.K.A Electro Wizard
Spear Goblins
Skeletons Arrows Giant Skeleton P.E.K.K.A Electro Wizard
Arrows
Spear Goblins Void Giant Skeleton P.E.K.K.A
Royal Giant
Void
Arrows
Giant Skeleton
Skeletons Spear Goblins Arrows Electro Wizard
P.E.K.K.A
Skeletons Spear Goblins Arrows Electro Wizard
Electro Wizard
Skeletons Spear Goblins Giant Skeleton P.E.K.K.A

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 Void Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Skeletons Void Giant Skeleton Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
Arrows Giant Skeleton P.E.K.K.A
Arrows Skeletons Spear Goblins Electro Wizard
Electro Wizard Spear Goblins Arrows Void
Arrows Void Giant Skeleton P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons
Skeletons Spear Goblins Giant Skeleton Electro Wizard
Electro Wizard Skeletons Spear Goblins Arrows Giant Skeleton
Arrows Spear Goblins Electro Wizard
P.E.K.K.A Skeletons Giant Skeleton Electro Wizard
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Skeletons Arrows P.E.K.K.A Electro Wizard
Arrows Spear Goblins Electro Wizard
Arrows Spear Goblins Giant Skeleton Electro Wizard
P.E.K.K.A Electro Wizard
Spear Goblins Arrows Giant Skeleton P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeletons Spear Goblins Void Giant Skeleton P.E.K.K.A Electro Wizard
Void Electro Wizard Arrows
Giant Skeleton P.E.K.K.A Skeletons Spear Goblins Electro Wizard
Giant Skeleton P.E.K.K.A Electro Wizard
Giant Skeleton P.E.K.K.A Skeletons
Arrows Skeletons Electro Wizard
P.E.K.K.A Skeletons Spear Goblins Void Giant Skeleton Electro Wizard
Giant Skeleton P.E.K.K.A
Void Giant Skeleton P.E.K.K.A Electro Wizard Skeletons Spear Goblins
P.E.K.K.A Skeletons
P.E.K.K.A Giant Skeleton
P.E.K.K.A Arrows Void Giant Skeleton Electro Wizard
Giant Skeleton P.E.K.K.A Skeletons
Electro Wizard Skeletons Spear Goblins Giant Skeleton P.E.K.K.A
Arrows Giant Skeleton P.E.K.K.A Electro Wizard
Arrows Void

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.)

Void Arrows Giant Skeleton
Arrows Void Electro Wizard
Arrows Void Giant Skeleton
Arrows Void Giant Skeleton
Arrows
Arrows Spear Goblins
Arrows
Arrows
Arrows Void
Void Electro Wizard
Void Arrows Electro Wizard
Void Arrows
Void
Arrows Void
Arrows
Spear Goblins Arrows
Arrows
Arrows
Void Arrows Electro Wizard
Arrows
Void Giant Skeleton
Arrows Void
Void
Arrows Void
Arrows
Arrows Void Electro Wizard
Void Arrows
Void Arrows
Arrows Electro Wizard
Electro Wizard Void
Void
Void Arrows
Void Arrows Electro Wizard
P.E.K.K.A Giant Skeleton
Arrows
Electro Wizard Spear Goblins Void
Arrows Electro Wizard
Arrows
Void Electro Wizard
Arrows
Void Arrows Giant Skeleton
P.E.K.K.A
Giant Skeleton Electro Wizard
Void Electro Wizard
Void Giant Skeleton Electro Wizard

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