My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
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.

Archers Goblin Gang Firecracker Mega Minion

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.

Archers Firecracker Mega Minion P.E.K.K.A Electro Giant

Offensive cards

Win conditions

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

Electro Giant

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 Electro Giant

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.

Goblin Gang P.E.K.K.A Electro Giant

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.

Firecracker

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
Archers Goblin Gang
Giant Snowball
Archers Goblin Gang Mega Minion
Zap
Archers Goblin Gang Firecracker
Barbarian Barrel
Archers Goblin Gang Firecracker
The Log
Archers Goblin Gang Firecracker
Earthquake
Archers Goblin Gang Firecracker
Arrows
Archers Goblin Gang Firecracker
Royal Delivery
Archers Goblin Gang Firecracker Mega Minion P.E.K.K.A
Fireball
Archers Goblin Gang Firecracker Mega Minion
Poison
Archers Goblin Gang Firecracker Mega Minion
Lightning
Mega Minion
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Electro Giant

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 Mega Minion P.E.K.K.A Electro Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Archers Arrows Goblin Gang Firecracker Mega Minion P.E.K.K.A Electro Giant

Shortest cycle

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

9 Mirror Archers Arrows Goblin Gang

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.

Archers
Arrows P.E.K.K.A
Arrows
Mirror P.E.K.K.A Archers Mega Minion
Goblin Gang
Firecracker Mirror P.E.K.K.A
Firecracker
Goblin Gang Mega Minion Mirror P.E.K.K.A
Mega Minion
Arrows Firecracker Electro Giant
Mirror
Arrows Electro Giant Goblin Gang Firecracker
P.E.K.K.A
Arrows Archers Goblin Gang Firecracker
Electro Giant
Mirror Mega Minion

Defense Synergies 1 12

Archers
Goblin Gang Firecracker Mega Minion P.E.K.K.A
Arrows
Mirror Mega Minion P.E.K.K.A
Goblin Gang
Archers Firecracker Mirror P.E.K.K.A
Firecracker
Archers Goblin Gang Mega Minion Mirror P.E.K.K.A
Mega Minion
Archers Arrows Firecracker
Mirror
Arrows Goblin Gang Firecracker
P.E.K.K.A
Archers Arrows Goblin Gang Firecracker
Electro Giant

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.

Firecracker Mega Minion
P.E.K.K.A Goblin Gang Firecracker Mega Minion
Goblin Gang P.E.K.K.A Archers Mega Minion
P.E.K.K.A Goblin Gang Firecracker Mega Minion
Arrows Firecracker P.E.K.K.A
Arrows Goblin Gang Archers Firecracker Mega Minion
Mega Minion Archers Arrows Goblin Gang Firecracker
Arrows P.E.K.K.A Electro Giant
P.E.K.K.A Goblin Gang
Goblin Gang Archers Firecracker
Archers Goblin Gang Arrows Firecracker Mega Minion Electro Giant
Arrows Mega Minion Archers Goblin Gang Firecracker
P.E.K.K.A Goblin Gang
Arrows Goblin Gang Firecracker Mega Minion P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang P.E.K.K.A Electro Giant
Arrows Goblin Gang Firecracker P.E.K.K.A
Arrows Archers Goblin Gang Firecracker Mega Minion
Arrows Archers Firecracker Mega Minion
P.E.K.K.A
Goblin Gang Archers Arrows Firecracker P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Goblin Gang Archers P.E.K.K.A Electro Giant
Archers Arrows Goblin Gang Firecracker Mega Minion
Goblin Gang P.E.K.K.A
Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang
Arrows Firecracker Electro Giant Archers Goblin Gang
Goblin Gang P.E.K.K.A Archers Mega Minion
P.E.K.K.A
P.E.K.K.A Firecracker Mega Minion
P.E.K.K.A Goblin Gang Mega Minion
P.E.K.K.A Mega Minion
P.E.K.K.A Arrows Electro Giant
P.E.K.K.A Goblin Gang
Archers Firecracker Electro Giant
Goblin Gang Electro Giant Archers Firecracker Mega Minion P.E.K.K.A
Arrows Archers Firecracker Mega Minion P.E.K.K.A Electro Giant
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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Electro Giant Mega Minion
Archers Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Goblin Gang
Firecracker Arrows
Archers Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Archers Arrows Firecracker Mega Minion
Arrows Firecracker Electro Giant
Arrows
Arrows
Arrows Firecracker Electro Giant
Mega Minion
Arrows Firecracker
Arrows
Arrows Firecracker
Archers Arrows Firecracker Electro Giant
Firecracker Mega Minion Electro Giant
Mega Minion
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Archers Goblin Gang
Archers Arrows Firecracker Mega Minion
Arrows
Goblin Gang Firecracker Mega Minion
Arrows Firecracker
Arrows Electro Giant
Firecracker Mega Minion P.E.K.K.A
Electro Giant Goblin Gang Firecracker
Firecracker
Firecracker Electro Giant
P.E.K.K.A
Firecracker

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