My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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!
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 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.

Fire Spirit

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.

Giant Skeleton P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Rage

Punishments

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

Elite Barbarians Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Elite Barbarians 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.

Elite Barbarians Goblin Barrel Giant Skeleton

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
Elite Barbarians Goblin Barrel Guards Giant Skeleton
Giant Snowball
Fire Spirit Goblin Barrel Guards
Zap
Fire Spirit Goblin Barrel Guards
Barbarian Barrel
Fire Spirit Elite Barbarians Goblin Barrel Guards Giant Skeleton
The Log
Fire Spirit Elite Barbarians Goblin Barrel Guards Giant Skeleton
Earthquake
Goblin Barrel Guards
Arrows
Fire Spirit Goblin Barrel Guards
Royal Delivery
Fire Spirit Elite Barbarians Goblin Barrel Guards Giant Skeleton P.E.K.K.A
Fireball
Elite Barbarians Goblin Barrel
Poison
Guards
Lightning
Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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 Rage Guards 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.

Elite Barbarians Goblin Barrel

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 Barrel

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Rage Goblin Barrel Guards Elite Barbarians Giant Skeleton P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Zap Rage Goblin Barrel

Attack Synergies 4 10

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 Zap Elite Barbarians Goblin Barrel Giant Skeleton
Zap
Elite Barbarians P.E.K.K.A Fire Spirit Guards Giant Skeleton
Elite Barbarians
Zap Rage Fire Spirit
Rage
Elite Barbarians Giant Skeleton
Goblin Barrel
Fire Spirit Guards Giant Skeleton P.E.K.K.A
Guards
Zap Goblin Barrel
Giant Skeleton
Fire Spirit Zap Rage Goblin Barrel
P.E.K.K.A
Fire Spirit Zap Goblin Barrel

Defense Synergies 0 8

Fire Spirit
Zap Giant Skeleton P.E.K.K.A
Zap
Fire Spirit Elite Barbarians Guards Giant Skeleton P.E.K.K.A
Elite Barbarians
Zap
Rage
Goblin Barrel
Guards
Zap Giant Skeleton
Giant Skeleton
Fire Spirit Zap Guards
P.E.K.K.A
Fire Spirit Zap

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.

Zap
Elite Barbarians P.E.K.K.A Zap
P.E.K.K.A Fire Spirit Elite Barbarians Giant Skeleton
Elite Barbarians P.E.K.K.A Guards
Elite Barbarians Giant Skeleton P.E.K.K.A
Fire Spirit Zap Guards
Fire Spirit Zap
Zap Giant Skeleton P.E.K.K.A
P.E.K.K.A Elite Barbarians
Elite Barbarians Guards Fire Spirit Giant Skeleton
Guards Zap Giant Skeleton
Zap
P.E.K.K.A Fire Spirit Zap Elite Barbarians Guards Giant Skeleton
Fire Spirit Zap Guards P.E.K.K.A
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians P.E.K.K.A
Elite Barbarians P.E.K.K.A
Fire Spirit Zap Elite Barbarians Guards
Zap Fire Spirit Guards Giant Skeleton
P.E.K.K.A Elite Barbarians
Fire Spirit Elite Barbarians Guards Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Elite Barbarians Giant Skeleton P.E.K.K.A
Zap Elite Barbarians
Guards Giant Skeleton P.E.K.K.A Zap Elite Barbarians
Guards Giant Skeleton P.E.K.K.A Zap Elite Barbarians
Giant Skeleton P.E.K.K.A Elite Barbarians Guards
Fire Spirit Zap
Guards P.E.K.K.A Elite Barbarians Giant Skeleton
Giant Skeleton P.E.K.K.A Elite Barbarians
Zap Giant Skeleton P.E.K.K.A Elite Barbarians
P.E.K.K.A Guards
P.E.K.K.A Elite Barbarians Guards Giant Skeleton
P.E.K.K.A Zap Elite Barbarians Guards Giant Skeleton
Elite Barbarians Giant Skeleton P.E.K.K.A Guards
Elite Barbarians Guards Zap Giant Skeleton P.E.K.K.A
Zap Elite Barbarians Giant Skeleton P.E.K.K.A
Zap

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.)

Guards Giant Skeleton
Zap
Giant Skeleton
Guards Giant Skeleton
Fire Spirit Zap
Fire Spirit Zap
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Elite Barbarians Guards
Zap
Fire Spirit Zap
Fire Spirit Elite Barbarians
Zap Elite Barbarians
Zap
Fire Spirit Zap
Fire Spirit Zap
Giant Skeleton
Zap
Zap Fire Spirit
Zap
Zap
Zap
Elite Barbarians Fire Spirit Zap
Zap Guards
Elite Barbarians
Zap
Zap
P.E.K.K.A Giant Skeleton
Zap Fire Spirit Guards
Fire Spirit Zap
Zap
Zap Giant Skeleton
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Guards Giant Skeleton
Zap
Zap Giant Skeleton
P.E.K.K.A

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