My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 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 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!
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 low-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 cheap spells that can finish it off. 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.

Witch

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 Battle Ram Witch P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Hog Rider Goblin Barrel

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.

Battle Ram Hog Rider 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.

Goblins Knight Battle Ram Hog Rider 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.

Hog Rider Goblin Barrel

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 Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Goblins Battle Ram Hog Rider Goblin Barrel Skeleton Army Witch
Zap
Goblins Battle Ram Goblin Barrel Skeleton Army Witch
Barbarian Barrel
Goblins Knight Battle Ram Goblin Barrel Skeleton Army Witch
The Log
Goblins Battle Ram Hog Rider Goblin Barrel Skeleton Army Witch
Earthquake
Hog Rider Goblin Barrel Skeleton Army Witch
Arrows
Goblins Goblin Barrel Skeleton Army Witch
Royal Delivery
Goblins Knight Battle Ram Hog Rider Goblin Barrel Skeleton Army Witch P.E.K.K.A
Fireball
Battle Ram Hog Rider Goblin Barrel Skeleton Army Witch
Poison
Skeleton Army Witch
Lightning
Knight Battle Ram Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Knight Battle Ram Skeleton Army 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.

Goblin Barrel Skeleton Army

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 Goblin Barrel Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Knight Goblin Barrel Skeleton Army Battle Ram Hog Rider Witch P.E.K.K.A

Shortest cycle

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

11 Goblins Knight Goblin Barrel Skeleton Army

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.

Goblins
Hog Rider Battle Ram
Knight
Battle Ram Hog Rider Goblin Barrel Witch
Battle Ram
Knight Goblins Goblin Barrel Witch P.E.K.K.A
Hog Rider
Goblins Knight Goblin Barrel Witch
Goblin Barrel
Knight Battle Ram Hog Rider Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
Witch
Knight Battle Ram Hog Rider P.E.K.K.A
P.E.K.K.A
Battle Ram Goblin Barrel Witch

Defense Synergies 0 3

Goblins
Knight
Knight
Goblins Skeleton Army Witch
Battle Ram
Hog Rider
Goblin Barrel
Skeleton Army
Knight
Witch
Knight
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
Skeleton Army P.E.K.K.A Goblins Knight Witch
Skeleton Army Witch P.E.K.K.A Goblins Knight
Skeleton Army Witch P.E.K.K.A Goblins Knight
Skeleton Army P.E.K.K.A
Skeleton Army Goblins
Witch
P.E.K.K.A
Witch P.E.K.K.A Goblins Skeleton Army
Knight Skeleton Army Goblins
Goblins Skeleton Army Witch Knight
Witch
Skeleton Army P.E.K.K.A Knight Witch
Skeleton Army Goblins Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A
Goblins Knight Skeleton Army Witch P.E.K.K.A
Goblins Knight Skeleton Army Witch
Witch Knight
P.E.K.K.A
Skeleton Army Goblins Knight Witch P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Goblins Witch P.E.K.K.A
Knight
Skeleton Army P.E.K.K.A Goblins Knight Witch
Skeleton Army P.E.K.K.A Knight
P.E.K.K.A Knight Skeleton Army Witch
Witch
Skeleton Army P.E.K.K.A Goblins Knight Witch
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Goblins Knight Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Knight Witch
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Knight Witch
Skeleton Army Witch
Skeleton Army Witch Goblins Knight P.E.K.K.A
Witch 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.)

Knight
Knight
Witch
Witch
Goblins
Knight
Knight
Witch
Witch
Witch
Witch
Witch
Witch
Witch
Witch
P.E.K.K.A
Skeleton Army Witch
Witch
Knight
P.E.K.K.A
Witch
Witch
Witch

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