My Best Clash Royale Deck

Deck Check Rating

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Fire Spirit Goblin Gang Little Prince

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.

Knight Elixir Golem Balloon P.E.K.K.A Little Prince

Offensive cards

Win conditions

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

Elixir Golem Balloon

Damage spells

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

Arrows

Punishments

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

Goblin Gang Elixir Golem Balloon

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.

Fire Spirit Knight Goblin Gang Elixir Golem Balloon 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.

Balloon

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
Goblin Gang Elixir Golem Balloon
Giant Snowball
Fire Spirit Goblin Gang Balloon Little Prince
Zap
Fire Spirit Goblin Gang Balloon Little Prince
Barbarian Barrel
Fire Spirit Knight Goblin Gang Elixir Golem Little Prince
The Log
Fire Spirit Goblin Gang Elixir Golem Little Prince
Earthquake
Goblin Gang Elixir Golem
Arrows
Fire Spirit Goblin Gang Little Prince
Royal Delivery
Fire Spirit Knight Goblin Gang Elixir Golem Balloon P.E.K.K.A Little Prince
Fireball
Goblin Gang Elixir Golem Balloon Little Prince
Poison
Goblin Gang Elixir Golem Balloon Little Prince
Lightning
Knight Balloon Little Prince
Rocket
Balloon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows

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.

Fire Spirit Arrows Knight Elixir Golem 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.

Fire Spirit Goblin Gang

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.

Fire Spirit Arrows Knight Goblin Gang Elixir Golem Little Prince Balloon P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Arrows Knight Goblin Gang

Attack Synergies 5 11

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.

Fire Spirit
P.E.K.K.A Knight Elixir Golem Balloon
Arrows
Balloon P.E.K.K.A Knight Elixir Golem
Knight
Goblin Gang Balloon Fire Spirit Arrows Little Prince
Goblin Gang
Knight Elixir Golem Balloon P.E.K.K.A
Elixir Golem
Fire Spirit Arrows Goblin Gang Balloon
Balloon
Arrows Knight Fire Spirit Goblin Gang Elixir Golem Little Prince
P.E.K.K.A
Fire Spirit Arrows Goblin Gang
Little Prince
Knight Balloon

Defense Synergies 3 5

Fire Spirit
Knight P.E.K.K.A
Arrows
Knight P.E.K.K.A Little Prince
Knight
Fire Spirit Goblin Gang Little Prince Arrows
Goblin Gang
Knight P.E.K.K.A
Elixir Golem
Balloon
P.E.K.K.A
Fire Spirit Arrows Goblin Gang
Little Prince
Knight Arrows

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.

Knight
P.E.K.K.A Knight Goblin Gang
Goblin Gang P.E.K.K.A Fire Spirit Knight
P.E.K.K.A Knight Goblin Gang
Arrows P.E.K.K.A
Arrows Goblin Gang Fire Spirit
Fire Spirit Arrows Goblin Gang Little Prince
Arrows P.E.K.K.A
P.E.K.K.A Goblin Gang
Knight Goblin Gang Fire Spirit Little Prince
Goblin Gang Arrows Knight
Arrows Goblin Gang
P.E.K.K.A Fire Spirit Knight Goblin Gang
Fire Spirit Arrows Goblin Gang P.E.K.K.A
P.E.K.K.A Knight Goblin Gang
Goblin Gang P.E.K.K.A
Arrows Knight Goblin Gang P.E.K.K.A
Fire Spirit Arrows Knight Goblin Gang Little Prince
Arrows Fire Spirit Knight Little Prince
P.E.K.K.A
Goblin Gang Fire Spirit Arrows Knight P.E.K.K.A Little Prince

Counters to secondary win conditions

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

Knight Goblin Gang P.E.K.K.A
Arrows Knight Goblin Gang
Goblin Gang P.E.K.K.A Knight
Goblin Gang P.E.K.K.A Knight
P.E.K.K.A Knight Goblin Gang
Fire Spirit Arrows Goblin Gang
Goblin Gang P.E.K.K.A Knight
P.E.K.K.A Knight
P.E.K.K.A Knight
P.E.K.K.A Goblin Gang
P.E.K.K.A Knight
P.E.K.K.A Arrows
P.E.K.K.A Knight Goblin Gang
Goblin Gang Knight P.E.K.K.A Little Prince
Arrows P.E.K.K.A
Arrows
P.E.K.K.A
P.E.K.K.A

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 Knight
Arrows
Arrows
Arrows Knight
Fire Spirit Arrows
Arrows Fire Spirit
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Goblin Gang
Arrows Knight
Fire Spirit Arrows
Fire Spirit Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Fire Spirit Arrows
Fire Spirit Arrows Little Prince
Arrows
Arrows
Arrows Fire Spirit Little Prince
Arrows
Arrows
Arrows
Fire Spirit Arrows Little Prince
Arrows
Arrows
P.E.K.K.A
Arrows
Fire Spirit Goblin Gang
Fire Spirit Arrows
Arrows
Knight Goblin Gang
Arrows
Arrows
P.E.K.K.A
Goblin Gang
Little Prince
P.E.K.K.A

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