My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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 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 Royal Giant Wizard P.E.K.K.A Lumberjack

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Void

Punishments

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

Goblin Gang Royal Giant Goblin Barrel Lumberjack

Pump responses

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

Goblin Barrel Void

Dropped at the bridge

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

Goblin Gang Royal Giant P.E.K.K.A Lumberjack

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 Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

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.

Royal Giant 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Goblin Gang Goblin Barrel Void Lumberjack Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

12 Archers Goblin Gang Goblin Barrel Void

Attack Synergies 2 13

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
Royal Giant P.E.K.K.A Lumberjack
Goblin Gang
Goblin Barrel Royal Giant P.E.K.K.A
Royal Giant
Goblin Barrel Archers Goblin Gang Wizard Void Lumberjack
Wizard
Royal Giant P.E.K.K.A Lumberjack
Goblin Barrel
Goblin Gang Royal Giant P.E.K.K.A Lumberjack
Void
Royal Giant
P.E.K.K.A
Archers Goblin Gang Wizard Goblin Barrel Lumberjack
Lumberjack
Archers Royal Giant Wizard Goblin Barrel P.E.K.K.A

Defense Synergies 0 7

Archers
Goblin Gang P.E.K.K.A Lumberjack
Goblin Gang
Archers P.E.K.K.A Lumberjack
Royal Giant
Wizard
P.E.K.K.A Lumberjack
Goblin Barrel
Void
P.E.K.K.A
Archers Goblin Gang Wizard
Lumberjack
Archers 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.

Wizard Void
P.E.K.K.A Lumberjack Goblin Gang
Goblin Gang P.E.K.K.A Lumberjack Archers Void
P.E.K.K.A Lumberjack Goblin Gang
P.E.K.K.A Lumberjack
Goblin Gang Archers Lumberjack
Archers Goblin Gang Wizard Void
Void P.E.K.K.A
P.E.K.K.A Goblin Gang Lumberjack
Goblin Gang Archers Lumberjack
Archers Goblin Gang Wizard Lumberjack
Archers Goblin Gang Wizard
P.E.K.K.A Lumberjack Goblin Gang Wizard
Wizard Goblin Gang P.E.K.K.A Lumberjack
P.E.K.K.A Goblin Gang Lumberjack
Goblin Gang P.E.K.K.A Lumberjack
Wizard Goblin Gang P.E.K.K.A Lumberjack
Archers Goblin Gang Wizard Lumberjack
Wizard Archers Lumberjack
P.E.K.K.A Lumberjack
Goblin Gang Wizard Archers P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Archers Void P.E.K.K.A
Void Archers Goblin Gang Wizard Lumberjack
Goblin Gang P.E.K.K.A Lumberjack
Goblin Gang P.E.K.K.A Lumberjack
P.E.K.K.A Goblin Gang Lumberjack
Wizard Archers Goblin Gang
Goblin Gang P.E.K.K.A Archers Void Lumberjack
P.E.K.K.A Lumberjack
Void P.E.K.K.A
P.E.K.K.A Goblin Gang
P.E.K.K.A Lumberjack
P.E.K.K.A Void
P.E.K.K.A Goblin Gang Wizard Lumberjack
Wizard Archers
Goblin Gang Archers P.E.K.K.A Lumberjack
Archers Wizard P.E.K.K.A
Void

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.)

Void
Void
Void
Void
Wizard
Wizard
Archers Wizard
Wizard
Void Wizard
Goblin Gang Void Lumberjack
Void Wizard
Void Archers Wizard
Void
Void
Wizard
Wizard
Void Archers Wizard
Wizard Void
Void
Wizard Void
Void
Void
Wizard
Void Wizard
Void Wizard
Void
Archers Wizard Void
Wizard Void
Void
Void Wizard
Void
P.E.K.K.A
Wizard
Archers Goblin Gang Void
Archers Wizard
Void Goblin Gang Wizard Lumberjack
Wizard
Void
P.E.K.K.A
Goblin Gang
Void
Void
P.E.K.K.A
Wizard Void
Void

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