My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins Goblin Giant Electro Wizard Archer Queen

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.

Spear Goblins Goblin Giant P.E.K.K.A Royal Ghost Electro Wizard Archer Queen

Offensive cards

Win conditions

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

Goblin Barrel Goblin Giant

Damage spells

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

Fireball

Punishments

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

Goblin Barrel Goblin Giant Royal Ghost

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Spear Goblins Goblin Giant P.E.K.K.A Royal Ghost Archer Queen

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.

Goblin Barrel Royal Ghost Electro Wizard

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
Spear Goblins Goblin Barrel
Giant Snowball
Spear Goblins Goblin Barrel
Zap
Spear Goblins Goblin Barrel Goblin Giant
Barbarian Barrel
Spear Goblins Goblin Barrel Royal Ghost Electro Wizard
The Log
Spear Goblins Goblin Barrel
Earthquake
Spear Goblins Goblin Barrel
Arrows
Spear Goblins Goblin Barrel
Royal Delivery
Spear Goblins Goblin Barrel P.E.K.K.A Royal Ghost Electro Wizard
Fireball
Goblin Barrel Electro Wizard
Poison
Spear Goblins Electro Wizard
Lightning
Electro Wizard Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Royal Ghost

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.

Spear Goblins P.E.K.K.A Royal Ghost

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.

Fireball 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.

Fireball Goblin Barrel Electro 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.

Spear Goblins Goblin Barrel Royal Ghost Fireball Electro Wizard Archer Queen Goblin Giant P.E.K.K.A

Shortest cycle

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

12 Spear Goblins Goblin Barrel Royal Ghost Fireball

Attack Synergies 3 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.

Spear Goblins
Goblin Barrel Goblin Giant Royal Ghost
Fireball
Goblin Giant Electro Wizard Archer Queen
Goblin Barrel
Spear Goblins Goblin Giant P.E.K.K.A Royal Ghost
Goblin Giant
Fireball Spear Goblins Goblin Barrel Electro Wizard
P.E.K.K.A
Electro Wizard Goblin Barrel Archer Queen
Royal Ghost
Spear Goblins Goblin Barrel Electro Wizard
Electro Wizard
P.E.K.K.A Fireball Goblin Giant Royal Ghost
Archer Queen
Fireball P.E.K.K.A

Defense Synergies 1 8

Spear Goblins
Goblin Giant P.E.K.K.A Royal Ghost Electro Wizard
Fireball
Goblin Giant Electro Wizard
Goblin Barrel
Goblin Giant
Fireball Spear Goblins Electro Wizard
P.E.K.K.A
Spear Goblins Electro Wizard
Royal Ghost
Spear Goblins Electro Wizard
Electro Wizard
Spear Goblins Fireball Goblin Giant P.E.K.K.A Royal Ghost
Archer Queen

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.

Spear Goblins Fireball Goblin Giant Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A
Fireball Spear Goblins Royal Ghost Electro Wizard
Electro Wizard Spear Goblins Fireball
Fireball Goblin Giant P.E.K.K.A Electro Wizard
P.E.K.K.A Archer Queen
Spear Goblins Royal Ghost Electro Wizard
Electro Wizard Spear Goblins Fireball Goblin Giant Royal Ghost
Spear Goblins Fireball Electro Wizard
P.E.K.K.A Fireball Electro Wizard
Fireball P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Fireball Spear Goblins Royal Ghost Electro Wizard
Spear Goblins Fireball Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Spear Goblins Fireball Goblin Giant P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Spear Goblins Fireball P.E.K.K.A Royal Ghost Electro Wizard
Fireball Electro Wizard Royal Ghost
P.E.K.K.A Spear Goblins Goblin Giant Electro Wizard
P.E.K.K.A Fireball Goblin Giant Electro Wizard
P.E.K.K.A Goblin Giant
Fireball Goblin Giant Electro Wizard
P.E.K.K.A Spear Goblins Fireball Goblin Giant Electro Wizard
P.E.K.K.A Goblin Giant
P.E.K.K.A Electro Wizard Spear Goblins Fireball
P.E.K.K.A Goblin Giant
P.E.K.K.A
P.E.K.K.A Fireball Goblin Giant Electro Wizard Archer Queen
P.E.K.K.A Fireball Goblin Giant
Fireball
Electro Wizard Spear Goblins Fireball Goblin Giant P.E.K.K.A Archer Queen
Fireball P.E.K.K.A Royal Ghost Electro Wizard Archer Queen
Fireball Electro Wizard

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.)

Fireball Royal Ghost
Fireball Royal Ghost Electro Wizard
Fireball Goblin Giant
Fireball
Fireball
Fireball Spear Goblins Goblin Giant
Fireball
Fireball
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Archer Queen
Fireball
Fireball
Fireball
Spear Goblins Fireball
Fireball
Fireball
Fireball Electro Wizard
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Royal Ghost Electro Wizard
Fireball
Fireball
Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Fireball
Fireball Electro Wizard
P.E.K.K.A
Fireball
Electro Wizard Spear Goblins Fireball
Fireball Electro Wizard Archer Queen
Fireball
Fireball Electro Wizard
Fireball
Fireball Archer Queen
P.E.K.K.A Archer Queen
Fireball Electro Wizard Archer Queen
Fireball Electro Wizard Archer Queen
Fireball Goblin Giant Royal Ghost Electro Wizard Archer Queen
P.E.K.K.A
Fireball

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