My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 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.

Mega Minion Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Mega Minion Goblin Cage Battle Ram Goblin Hut

Offensive cards

Win conditions

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

Battle Ram

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.

Mini P.E.K.K.A Battle Ram

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 Knight Barbarians Mini P.E.K.K.A Battle Ram

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

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
Battle Ram
Giant Snowball
Goblins Barbarians Mega Minion Battle Ram Goblin Hut
Zap
Goblins Battle Ram Goblin Hut
Barbarian Barrel
Goblins Knight Barbarians Goblin Cage Battle Ram Goblin Hut
The Log
Goblins Barbarians Mini P.E.K.K.A Goblin Cage Battle Ram Goblin Hut
Earthquake
Barbarians Goblin Cage Goblin Hut
Arrows
Goblins Goblin Hut
Royal Delivery
Goblins Knight Barbarians Mega Minion Mini P.E.K.K.A Goblin Cage Battle Ram Goblin Hut
Fireball
Barbarians Mega Minion Goblin Cage Battle Ram Goblin Hut
Poison
Barbarians Mega Minion Goblin Cage Goblin Hut
Lightning
Knight Mega Minion Mini P.E.K.K.A Goblin Cage Battle Ram Goblin Hut
Rocket
Barbarians Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Knight Mega Minion Mini P.E.K.K.A Battle Ram

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 Barbarians

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.

Goblins Knight Mega Minion Mini P.E.K.K.A Goblin Cage Battle Ram Barbarians Goblin Hut

Shortest cycle

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

12 Goblins Knight Mega Minion Mini P.E.K.K.A

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
Battle Ram
Knight
Mega Minion Battle Ram Goblin Hut
Barbarians
Mega Minion
Knight
Mini P.E.K.K.A
Goblin Hut
Goblin Cage
Battle Ram Goblin Hut
Battle Ram
Knight Goblins Goblin Cage Goblin Hut
Goblin Hut
Knight Mini P.E.K.K.A Goblin Cage Battle Ram

Defense Synergies 1 9

Goblins
Knight Mega Minion Goblin Cage
Knight
Mega Minion Goblins Mini P.E.K.K.A Goblin Cage Goblin Hut
Barbarians
Mega Minion
Knight Goblins Goblin Cage Goblin Hut
Mini P.E.K.K.A
Knight Goblin Hut
Goblin Cage
Goblins Knight Mega Minion
Battle Ram
Goblin Hut
Knight Mega Minion Mini 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.

Knight Mega Minion Goblin Cage Goblin Hut
Barbarians Mini P.E.K.K.A Goblins Knight Mega Minion Goblin Cage Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Cage Goblin Hut Goblins Knight Mega Minion
Barbarians Mini P.E.K.K.A Goblin Cage Goblin Hut Goblins Knight Mega Minion
Barbarians Mini P.E.K.K.A Goblin Cage
Goblins Mega Minion
Mega Minion Goblin Cage Goblin Hut
Barbarians Goblin Cage
Barbarians Mini P.E.K.K.A Goblins Goblin Cage Goblin Hut
Knight Goblins Barbarians Mini P.E.K.K.A
Goblins Barbarians Knight Mega Minion Goblin Hut
Mega Minion Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Cage Goblin Hut Knight
Goblins Barbarians Mega Minion Mini P.E.K.K.A Goblin Cage Goblin Hut
Barbarians Mini P.E.K.K.A Knight Goblin Cage Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Cage Goblin Hut
Barbarians Goblins Knight Mini P.E.K.K.A Goblin Cage Goblin Hut
Goblin Cage Goblins Knight Barbarians Mega Minion Goblin Hut
Goblin Cage Knight Barbarians Mega Minion Goblin Hut
Barbarians Mini P.E.K.K.A Goblin Cage Goblin Hut
Goblins Knight Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Barbarians Mini P.E.K.K.A Goblins Goblin Cage Goblin Hut
Knight Mega Minion Mini P.E.K.K.A
Barbarians Goblins Knight Mini P.E.K.K.A Goblin Cage Goblin Hut
Mini P.E.K.K.A Knight Barbarians Goblin Cage
Barbarians Knight Mini P.E.K.K.A Goblin Cage Goblin Hut
Goblin Hut
Mini P.E.K.K.A Goblins Knight Barbarians Mega Minion Goblin Cage Goblin Hut
Mini P.E.K.K.A Knight Barbarians Goblin Cage
Goblin Cage Goblins Knight Barbarians Mega Minion Mini P.E.K.K.A Goblin Hut
Barbarians Mega Minion Goblin Cage Goblin Hut
Knight Barbarians Mega Minion Mini P.E.K.K.A Goblin Cage Goblin Hut
Barbarians Goblin Cage
Barbarians Mini P.E.K.K.A Knight Goblin Cage
Barbarians Goblin Cage
Barbarians Goblin Hut Goblins Knight Mega Minion Mini P.E.K.K.A Goblin Cage
Barbarians Mega Minion Mini P.E.K.K.A Goblin Cage Goblin Hut
Goblin Cage Goblin Hut

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.)

Knight
Goblin Hut
Knight Barbarians
Mega Minion
Goblins Mini P.E.K.K.A
Knight
Knight Goblin Hut
Goblin Hut
Goblin Hut
Goblin Hut
Mini P.E.K.K.A
Mega Minion Mini P.E.K.K.A
Barbarians
Mega Minion
Mega Minion Goblin Hut
Mega Minion Mini P.E.K.K.A
Barbarians Goblin Hut
Mega Minion
Knight Mega Minion Mini P.E.K.K.A
Mega Minion

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