My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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 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.

Missing

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.

P.E.K.K.A Mega Knight Goblinstein

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.

Arrows Tornado Freeze

Punishments

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

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.

Goblins Heal Spirit P.E.K.K.A Mega Knight

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
Giant Snowball
Goblins
Zap
Goblins
Barbarian Barrel
Goblins Heal Spirit
The Log
Goblins Heal Spirit
Earthquake
Arrows
Goblins Heal Spirit
Royal Delivery
Goblins Heal Spirit P.E.K.K.A
Fireball
Poison
Lightning
Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Freeze Mega Knight

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.

Arrows Heal Spirit Tornado Freeze P.E.K.K.A 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.

Goblins Heal Spirit

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Goblins Arrows Tornado Freeze Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

9 Heal Spirit Goblins Arrows Tornado

Attack Synergies 2 6

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.

Goblins
Arrows
P.E.K.K.A Freeze Mega Knight
Heal Spirit
P.E.K.K.A Mega Knight
Tornado
P.E.K.K.A Freeze Mega Knight
Freeze
Arrows Tornado
P.E.K.K.A
Arrows Tornado Heal Spirit
Mega Knight
Arrows Heal Spirit Tornado
Goblinstein

Defense Synergies 2 5

Goblins
Freeze
Arrows
Mega Knight Tornado P.E.K.K.A
Heal Spirit
Tornado
P.E.K.K.A Arrows Mega Knight
Freeze
Goblins Mega Knight
P.E.K.K.A
Tornado Arrows
Mega Knight
Arrows Tornado Freeze
Goblinstein

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.

P.E.K.K.A Goblins Mega Knight
Tornado P.E.K.K.A Mega Knight Goblins Freeze
P.E.K.K.A Goblins Mega Knight
Arrows Tornado P.E.K.K.A Mega Knight
Arrows Tornado Freeze Goblins Mega Knight
Tornado Arrows Freeze
Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Goblins Tornado
Tornado Goblins Mega Knight
Goblins Arrows Tornado Freeze Mega Knight
Arrows Tornado
P.E.K.K.A Mega Knight Freeze
Mega Knight Goblins Arrows Tornado Freeze P.E.K.K.A
P.E.K.K.A Mega Knight
Tornado Freeze P.E.K.K.A Mega Knight
Mega Knight Goblins Arrows Tornado P.E.K.K.A
Arrows Mega Knight Goblins Tornado
Arrows Tornado Freeze Mega Knight
P.E.K.K.A Tornado
Mega Knight Goblins Arrows P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Goblins P.E.K.K.A
Arrows Mega Knight
P.E.K.K.A Mega Knight Goblins
P.E.K.K.A Mega Knight Tornado
P.E.K.K.A Mega Knight
Arrows Tornado Freeze
P.E.K.K.A Goblins
P.E.K.K.A Mega Knight
Freeze P.E.K.K.A Mega Knight Goblins Tornado
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Arrows Tornado
P.E.K.K.A Mega Knight
Mega Knight
Goblins Tornado Freeze P.E.K.K.A
Arrows Mega Knight Freeze P.E.K.K.A
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 Freeze
Arrows Tornado
Arrows
Arrows Freeze
Arrows Mega Knight
Arrows Tornado Freeze
Arrows Tornado
Arrows Tornado Freeze
Arrows Tornado
Goblins Tornado
Arrows Tornado
Arrows Tornado
Arrows Freeze
Arrows
Arrows
Arrows Mega Knight
Arrows Tornado Freeze
Arrows Mega Knight
Arrows Tornado Mega Knight
Mega Knight
Arrows Tornado
Tornado
Arrows
Arrows Tornado Freeze Mega Knight
Arrows Tornado
Arrows Tornado Mega Knight
Arrows Tornado
Arrows Tornado
Freeze
Arrows Mega Knight
Arrows Freeze
P.E.K.K.A Mega Knight
Arrows
Freeze
Arrows Tornado
Freeze
Arrows
Mega Knight
Arrows
Arrows Tornado
P.E.K.K.A Mega Knight
Tornado Freeze
Tornado
Tornado Freeze Mega Knight
P.E.K.K.A
Mega Knight

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