My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Archers Goblin Gang Ice Golem 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.

Archers Ice Golem Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel

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 Royal Hogs 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.

Goblin Gang Ice Golem Royal Hogs 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.

Royal Hogs 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
Archers Goblin Gang Royal Hogs Goblin Barrel
Giant Snowball
Archers Goblin Gang Royal Hogs Goblin Barrel
Zap
Archers Goblin Gang Royal Hogs Goblin Barrel
Barbarian Barrel
Archers Goblin Gang Wizard Royal Hogs Goblin Barrel
The Log
Archers Goblin Gang Royal Hogs Goblin Barrel
Earthquake
Archers Goblin Gang Royal Hogs Goblin Barrel
Arrows
Archers Goblin Gang Royal Hogs Goblin Barrel
Royal Delivery
Archers Goblin Gang Wizard Royal Hogs Goblin Barrel P.E.K.K.A
Fireball
Archers Goblin Gang Wizard Royal Hogs Goblin Barrel
Poison
Archers Goblin Gang Wizard Royal Hogs
Lightning
Ice Golem Wizard
Rocket
Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem Wizard

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.

Arrows Ice Golem 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

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 Ice Golem Wizard Goblin Barrel

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.

Ice Golem Archers Arrows Goblin Gang Goblin Barrel Wizard Royal Hogs P.E.K.K.A

Shortest cycle

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

11 Ice Golem Archers Arrows Goblin Gang

Attack Synergies 6 11

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
Ice Golem Arrows Royal Hogs P.E.K.K.A
Arrows
Royal Hogs P.E.K.K.A Archers Goblin Barrel
Goblin Gang
Ice Golem Goblin Barrel Royal Hogs P.E.K.K.A
Ice Golem
Archers Goblin Gang Goblin Barrel Royal Hogs
Wizard
Royal Hogs P.E.K.K.A
Royal Hogs
Arrows Archers Goblin Gang Ice Golem Wizard Goblin Barrel
Goblin Barrel
Goblin Gang Ice Golem Arrows Royal Hogs P.E.K.K.A
P.E.K.K.A
Arrows Archers Goblin Gang Wizard Goblin Barrel

Defense Synergies 1 8

Archers
Ice Golem Goblin Gang P.E.K.K.A
Arrows
Ice Golem P.E.K.K.A
Goblin Gang
Archers Ice Golem P.E.K.K.A
Ice Golem
Archers Arrows Goblin Gang Wizard
Wizard
Ice Golem P.E.K.K.A
Royal Hogs
Goblin Barrel
P.E.K.K.A
Archers Arrows Goblin Gang 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.

Ice Golem Wizard
P.E.K.K.A Goblin Gang
Goblin Gang P.E.K.K.A Archers
P.E.K.K.A Goblin Gang
Arrows P.E.K.K.A
Arrows Goblin Gang Archers
Archers Arrows Goblin Gang Wizard
Arrows Ice Golem P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang Archers Ice Golem
Archers Goblin Gang Arrows Ice Golem Wizard
Arrows Archers Goblin Gang Wizard
P.E.K.K.A Goblin Gang Wizard
Wizard Arrows Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang P.E.K.K.A
Wizard Arrows Goblin Gang P.E.K.K.A
Arrows Archers Goblin Gang Wizard
Arrows Wizard Archers Ice Golem
P.E.K.K.A
Goblin Gang Wizard Archers Arrows P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Archers Ice Golem P.E.K.K.A
Archers Arrows Goblin Gang Ice Golem Wizard
Goblin Gang P.E.K.K.A Ice Golem
Goblin Gang P.E.K.K.A Ice Golem
P.E.K.K.A Goblin Gang
Arrows Wizard Archers Goblin Gang Ice Golem
Goblin Gang P.E.K.K.A Archers Ice Golem
P.E.K.K.A
P.E.K.K.A Ice Golem
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Arrows
P.E.K.K.A Goblin Gang Ice Golem Wizard
Wizard Archers
Goblin Gang Archers Ice Golem P.E.K.K.A
Arrows Archers Ice Golem Wizard 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 Ice Golem
Arrows
Arrows
Arrows Ice Golem
Wizard Arrows
Arrows Wizard Ice Golem
Archers Arrows Wizard
Arrows Ice Golem Wizard
Arrows Wizard
Goblin Gang
Arrows Wizard
Archers Arrows Wizard
Ice Golem
Arrows
Arrows Ice Golem
Arrows Wizard
Arrows Wizard
Arrows
Archers Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Ice Golem Wizard
Arrows Wizard
Arrows Wizard
Arrows
Archers Arrows Ice Golem Wizard
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Archers Goblin Gang
Archers Arrows Wizard
Arrows
Goblin Gang Wizard
Arrows Ice Golem Wizard
Arrows
P.E.K.K.A
Goblin Gang
P.E.K.K.A
Wizard

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