My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Goblin Gang Electro Dragon

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.

Skeletons Knight Elixir Golem Electro Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows

Punishments

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

Goblin Gang Elixir Golem

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.

Knight Goblin Gang Elixir Golem Battle Healer 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.

Electro Dragon

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
Skeletons Goblin Gang Elixir Golem
Giant Snowball
Skeletons Goblin Gang Electro Dragon
Zap
Skeletons Goblin Gang
Barbarian Barrel
Skeletons Knight Goblin Gang Elixir Golem
The Log
Skeletons Goblin Gang Elixir Golem
Earthquake
Skeletons Goblin Gang Elixir Golem
Arrows
Skeletons Goblin Gang
Royal Delivery
Skeletons Knight Goblin Gang Elixir Golem Battle Healer Electro Dragon P.E.K.K.A
Fireball
Goblin Gang Elixir Golem Battle Healer Electro Dragon
Poison
Goblin Gang Elixir Golem Battle Healer Electro Dragon
Lightning
Knight Battle Healer Electro Dragon
Rocket
Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon

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.

Arrows Knight Elixir Golem Battle Healer 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.

Goblin Gang

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Knight Goblin Gang Elixir Golem Battle Healer Electro Dragon P.E.K.K.A

Shortest cycle

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

10 Skeletons Arrows Knight Goblin Gang

Attack Synergies 4 9

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.

Skeletons
Arrows
P.E.K.K.A Knight Elixir Golem Battle Healer
Knight
Goblin Gang Arrows Electro Dragon
Goblin Gang
Knight Elixir Golem Battle Healer P.E.K.K.A
Elixir Golem
Battle Healer Arrows Goblin Gang Electro Dragon
Battle Healer
Elixir Golem Electro Dragon Arrows Goblin Gang
Electro Dragon
Battle Healer Knight Elixir Golem P.E.K.K.A
P.E.K.K.A
Arrows Goblin Gang Electro Dragon

Defense Synergies 3 9

Skeletons
Knight Battle Healer Electro Dragon P.E.K.K.A
Arrows
Knight Battle Healer P.E.K.K.A
Knight
Goblin Gang Electro Dragon Skeletons Arrows
Goblin Gang
Knight Battle Healer P.E.K.K.A
Elixir Golem
Battle Healer
Electro Dragon Skeletons Arrows Goblin Gang
Electro Dragon
Knight Battle Healer Skeletons
P.E.K.K.A
Skeletons Arrows Goblin Gang

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 Electro Dragon
P.E.K.K.A Skeletons Knight Goblin Gang Battle Healer Electro Dragon
Goblin Gang P.E.K.K.A Skeletons Knight Electro Dragon
P.E.K.K.A Skeletons Knight Goblin Gang Electro Dragon
Arrows Battle Healer P.E.K.K.A
Arrows Goblin Gang Skeletons Electro Dragon
Arrows Goblin Gang Electro Dragon
Arrows Battle Healer Electro Dragon P.E.K.K.A
P.E.K.K.A Skeletons Goblin Gang
Knight Goblin Gang Skeletons Battle Healer
Goblin Gang Skeletons Arrows Knight Electro Dragon
Arrows Goblin Gang Electro Dragon
P.E.K.K.A Skeletons Knight Goblin Gang Battle Healer Electro Dragon
Arrows Goblin Gang Electro Dragon P.E.K.K.A
P.E.K.K.A Knight Goblin Gang
Goblin Gang P.E.K.K.A
Skeletons Arrows Knight Goblin Gang Electro Dragon P.E.K.K.A
Arrows Knight Goblin Gang Battle Healer Electro Dragon
Arrows Knight Battle Healer Electro Dragon
P.E.K.K.A
Goblin Gang Arrows Knight Battle Healer Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Skeletons Battle Healer P.E.K.K.A
Arrows Knight Goblin Gang Battle Healer Electro Dragon
Goblin Gang P.E.K.K.A Skeletons Knight Battle Healer Electro Dragon
Goblin Gang P.E.K.K.A Knight Battle Healer
P.E.K.K.A Skeletons Knight Goblin Gang Battle Healer
Arrows Skeletons Goblin Gang Electro Dragon
Goblin Gang P.E.K.K.A Skeletons Knight Battle Healer
P.E.K.K.A Knight Battle Healer
Electro Dragon P.E.K.K.A Skeletons Knight
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A Knight Electro Dragon
P.E.K.K.A Arrows
P.E.K.K.A Skeletons Knight Goblin Gang
Electro Dragon
Goblin Gang Electro Dragon Skeletons Knight Battle Healer P.E.K.K.A
Arrows Battle Healer Electro Dragon 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 Knight Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Knight
Arrows
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Goblin Gang Electro Dragon
Arrows Knight Electro Dragon
Arrows Electro Dragon
Knight
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
P.E.K.K.A
Arrows
Goblin Gang Electro Dragon
Arrows Electro Dragon
Arrows
Knight Goblin Gang Electro Dragon
Arrows Electro Dragon
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Goblin Gang
Electro Dragon
Electro Dragon
P.E.K.K.A
Electro Dragon

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