My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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.

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.

Wizard Balloon 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.

Balloon

Damage spells

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

Goblin Curse Rage Tornado

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 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.

Mini P.E.K.K.A Balloon 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.

Mini P.E.K.K.A Balloon 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
Goblin Curse Balloon Giant Skeleton
Giant Snowball
Goblin Curse Balloon
Zap
Goblin Curse Balloon
Barbarian Barrel
Wizard Goblin Curse Giant Skeleton
The Log
Mini P.E.K.K.A Goblin Curse Giant Skeleton
Earthquake
Arrows
Goblin Curse
Royal Delivery
Mini P.E.K.K.A Wizard Balloon Giant Skeleton P.E.K.K.A
Fireball
Wizard Balloon
Poison
Wizard Goblin Curse Balloon
Lightning
Mini P.E.K.K.A Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado

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 Goblin Curse Rage Tornado Giant Skeleton 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Rage Tornado Mini P.E.K.K.A Wizard Balloon Giant Skeleton P.E.K.K.A

Shortest cycle

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

11 Goblin Curse Rage Tornado Mini P.E.K.K.A

Attack Synergies 3 12

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.

Mini P.E.K.K.A
Wizard Rage Tornado Giant Skeleton
Wizard
Tornado Mini P.E.K.K.A Rage Balloon Giant Skeleton P.E.K.K.A
Goblin Curse
Rage
Balloon Mini P.E.K.K.A Wizard Giant Skeleton
Tornado
Wizard P.E.K.K.A Mini P.E.K.K.A Balloon Giant Skeleton
Balloon
Rage Wizard Tornado Giant Skeleton
Giant Skeleton
Mini P.E.K.K.A Wizard Rage Tornado Balloon
P.E.K.K.A
Tornado Wizard

Defense Synergies 2 5

Mini P.E.K.K.A
Wizard Tornado
Wizard
Tornado Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Goblin Curse
Rage
Tornado
Wizard P.E.K.K.A Mini P.E.K.K.A Giant Skeleton
Balloon
Giant Skeleton
Wizard Tornado
P.E.K.K.A
Tornado 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.

Wizard
Mini P.E.K.K.A P.E.K.K.A Goblin Curse
Mini P.E.K.K.A Tornado P.E.K.K.A Goblin Curse Giant Skeleton
Mini P.E.K.K.A P.E.K.K.A Goblin Curse
Mini P.E.K.K.A Tornado Giant Skeleton P.E.K.K.A
Tornado
Tornado Wizard Goblin Curse
Giant Skeleton P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Goblin Curse Tornado
Tornado Mini P.E.K.K.A Giant Skeleton
Goblin Curse Wizard Tornado Giant Skeleton
Wizard Goblin Curse Tornado
Mini P.E.K.K.A P.E.K.K.A Wizard Goblin Curse Giant Skeleton
Wizard Mini P.E.K.K.A Goblin Curse Tornado P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Goblin Curse
Tornado Mini P.E.K.K.A Goblin Curse P.E.K.K.A
Wizard Mini P.E.K.K.A Tornado P.E.K.K.A
Wizard Tornado
Wizard Tornado Goblin Curse Giant Skeleton
Mini P.E.K.K.A P.E.K.K.A Goblin Curse Tornado
Wizard Mini P.E.K.K.A Goblin Curse Giant Skeleton P.E.K.K.A
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.

Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Mini P.E.K.K.A Wizard
Giant Skeleton P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Tornado
Giant Skeleton P.E.K.K.A Mini P.E.K.K.A Goblin Curse
Wizard Goblin Curse Tornado
Mini P.E.K.K.A P.E.K.K.A Giant Skeleton
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Goblin Curse
Giant Skeleton P.E.K.K.A Mini P.E.K.K.A Tornado
P.E.K.K.A Goblin Curse
P.E.K.K.A Mini P.E.K.K.A Giant Skeleton
P.E.K.K.A Tornado Giant Skeleton
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Wizard Goblin Curse
Wizard Goblin Curse
Mini P.E.K.K.A Tornado Giant Skeleton P.E.K.K.A
Mini P.E.K.K.A Wizard Goblin Curse Giant Skeleton 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.)

Giant Skeleton
Goblin Curse Tornado
Giant Skeleton
Giant Skeleton
Wizard Goblin Curse
Wizard Goblin Curse Tornado
Wizard Tornado
Wizard Goblin Curse Tornado
Wizard Tornado
Mini P.E.K.K.A Tornado
Wizard Tornado
Wizard Goblin Curse Tornado
Wizard
Wizard
Tornado
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard
Wizard Goblin Curse Tornado
Giant Skeleton
Wizard Tornado
Tornado
Goblin Curse Tornado Wizard
Wizard Tornado
Wizard Tornado
Goblin Curse Tornado
Wizard Goblin Curse Tornado
Wizard
Mini P.E.K.K.A
Wizard
P.E.K.K.A Giant Skeleton
Wizard Goblin Curse
Wizard Goblin Curse Tornado
Mini P.E.K.K.A Wizard
Wizard
Tornado Giant Skeleton
P.E.K.K.A
Tornado Giant Skeleton
Tornado
Tornado Giant Skeleton
P.E.K.K.A
Wizard

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