My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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.

Archers Goblin Gang Dart Goblin 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.

Archers Rune Giant Bandit Electro Wizard Mega Knight

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.

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 Bandit Mega Knight

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 Dart Goblin Mini P.E.K.K.A Rune Giant Bandit Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mega Knight

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 Rune Giant Mega Knight

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 Dart Goblin 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.

Archers Goblin Gang Dart Goblin Bandit Mini P.E.K.K.A Rune Giant Electro Wizard Mega Knight

Shortest cycle

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

12 Archers Goblin Gang Dart Goblin Bandit

Attack Synergies 0 16

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.

Archers
Mini P.E.K.K.A Rune Giant Bandit Mega Knight
Goblin Gang
Dart Goblin Mini P.E.K.K.A Bandit
Dart Goblin
Goblin Gang Rune Giant Bandit Mega Knight
Mini P.E.K.K.A
Archers Goblin Gang Electro Wizard Mega Knight
Rune Giant
Archers Dart Goblin Electro Wizard
Bandit
Archers Goblin Gang Dart Goblin Electro Wizard Mega Knight
Electro Wizard
Mini P.E.K.K.A Rune Giant Bandit Mega Knight
Mega Knight
Archers Dart Goblin Mini P.E.K.K.A Bandit Electro Wizard

Defense Synergies 1 17

Archers
Goblin Gang Dart Goblin Mini P.E.K.K.A Bandit Electro Wizard Mega Knight
Goblin Gang
Archers Dart Goblin Mini P.E.K.K.A Bandit Electro Wizard
Dart Goblin
Archers Goblin Gang Mini P.E.K.K.A Bandit Electro Wizard Mega Knight
Mini P.E.K.K.A
Electro Wizard Archers Goblin Gang Dart Goblin
Rune Giant
Bandit
Archers Goblin Gang Dart Goblin Electro Wizard Mega Knight
Electro Wizard
Mini P.E.K.K.A Archers Goblin Gang Dart Goblin Bandit Mega Knight
Mega Knight
Archers Dart Goblin Bandit Electro Wizard

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.

Dart Goblin Electro Wizard
Mini P.E.K.K.A Goblin Gang Dart Goblin Bandit Electro Wizard Mega Knight
Goblin Gang Mini P.E.K.K.A Mega Knight Archers Dart Goblin Bandit Electro Wizard
Mini P.E.K.K.A Goblin Gang Dart Goblin Bandit Electro Wizard Mega Knight
Mini P.E.K.K.A Mega Knight
Goblin Gang Archers Dart Goblin Bandit Electro Wizard Mega Knight
Dart Goblin Electro Wizard Archers Goblin Gang
Dart Goblin Bandit Electro Wizard Mega Knight
Mini P.E.K.K.A Goblin Gang
Goblin Gang Archers Dart Goblin Mini P.E.K.K.A Bandit Electro Wizard Mega Knight
Archers Goblin Gang Dart Goblin Electro Wizard Bandit Mega Knight
Archers Goblin Gang Dart Goblin Electro Wizard
Mini P.E.K.K.A Mega Knight Goblin Gang Bandit Electro Wizard
Mega Knight Goblin Gang Dart Goblin Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Goblin Gang Bandit Electro Wizard Mega Knight
Goblin Gang Mini P.E.K.K.A Bandit Electro Wizard Mega Knight
Mega Knight Goblin Gang Mini P.E.K.K.A Electro Wizard
Mega Knight Archers Goblin Gang Dart Goblin Bandit Electro Wizard
Archers Dart Goblin Bandit Electro Wizard Mega Knight
Mini P.E.K.K.A Dart Goblin Electro Wizard
Goblin Gang Mega Knight Archers Dart Goblin Mini P.E.K.K.A Bandit Electro Wizard
Mini 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 Mini P.E.K.K.A Mega Knight Archers Bandit Electro Wizard
Bandit Electro Wizard Archers Goblin Gang Mini P.E.K.K.A Mega Knight
Goblin Gang Bandit Mega Knight Mini P.E.K.K.A Electro Wizard
Goblin Gang Mini P.E.K.K.A Mega Knight Bandit Electro Wizard
Goblin Gang Mini P.E.K.K.A Bandit Mega Knight
Archers Goblin Gang Dart Goblin Electro Wizard
Goblin Gang Mini P.E.K.K.A Archers Dart Goblin Bandit Electro Wizard
Mini P.E.K.K.A Mega Knight
Electro Wizard Mega Knight Mini P.E.K.K.A Bandit
Goblin Gang Dart Goblin
Mega Knight Dart Goblin Mini P.E.K.K.A
Mega Knight Electro Wizard
Mini P.E.K.K.A Mega Knight Goblin Gang Bandit
Archers Dart Goblin Mega Knight
Goblin Gang Electro Wizard Archers Dart Goblin Mini P.E.K.K.A
Mega Knight Archers Dart Goblin Mini P.E.K.K.A Electro Wizard
Electro Wizard

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.)

Dart Goblin Bandit
Dart Goblin Bandit Electro Wizard
Dart Goblin Bandit
Dart Goblin
Mega Knight
Dart Goblin
Archers Dart Goblin
Dart Goblin
Dart Goblin Bandit
Goblin Gang Mini P.E.K.K.A Electro Wizard
Dart Goblin Bandit Electro Wizard
Archers Dart Goblin
Dart Goblin Bandit
Dart Goblin Bandit
Dart Goblin
Dart Goblin Bandit
Dart Goblin Bandit Mega Knight
Mini P.E.K.K.A
Archers Dart Goblin Mini P.E.K.K.A Bandit Electro Wizard Mega Knight
Dart Goblin Mega Knight
Mega Knight
Mega Knight
Dart Goblin Bandit Electro Wizard
Bandit Mega Knight
Dart Goblin Bandit
Archers Dart Goblin Electro Wizard
Electro Wizard Dart Goblin
Mini P.E.K.K.A
Dart Goblin Bandit Mega Knight
Electro Wizard
Mega Knight
Electro Wizard Archers Goblin Gang Dart Goblin Bandit
Archers Dart Goblin Electro Wizard
Goblin Gang Dart Goblin Mini P.E.K.K.A Electro Wizard Mega Knight
Dart Goblin
Dart Goblin Mega Knight
Goblin Gang Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
Dart Goblin Bandit Electro Wizard Mega Knight
Dart Goblin Mega Knight

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