My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Firecracker Ice Golem Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Royal Giant Ice Golem Witch P.E.K.K.A

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.

Arrows

Punishments

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

Royal Giant 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.

Royal Giant Ice Golem 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.

Firecracker 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
Royal Giant Goblin Barrel
Giant Snowball
Cannon Goblin Barrel Witch
Zap
Cannon Firecracker Royal Giant Goblin Barrel Witch
Barbarian Barrel
Cannon Firecracker Goblin Barrel Witch
The Log
Cannon Firecracker Royal Giant Goblin Barrel Witch
Earthquake
Cannon Firecracker Goblin Barrel Witch
Arrows
Firecracker Goblin Barrel Witch
Royal Delivery
Firecracker Goblin Barrel Witch P.E.K.K.A
Fireball
Cannon Firecracker Goblin Barrel Witch
Poison
Cannon Firecracker Witch
Lightning
Cannon Ice Golem Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Ice Golem Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Ice Golem

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.

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.

Ice Golem Goblin Barrel Witch

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 Arrows Cannon Firecracker Goblin Barrel Witch Royal Giant P.E.K.K.A

Shortest cycle

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

11 Ice Golem Arrows Cannon Firecracker

Attack Synergies 5 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.

Arrows
Royal Giant P.E.K.K.A Goblin Barrel
Cannon
Firecracker
Royal Giant Ice Golem Goblin Barrel P.E.K.K.A
Royal Giant
Arrows Firecracker Goblin Barrel Ice Golem Witch
Ice Golem
Goblin Barrel Firecracker Royal Giant Witch
Goblin Barrel
Royal Giant Ice Golem Arrows Firecracker P.E.K.K.A
Witch
Royal Giant Ice Golem P.E.K.K.A
P.E.K.K.A
Arrows Firecracker Goblin Barrel Witch

Defense Synergies 2 7

Arrows
Cannon Ice Golem P.E.K.K.A
Cannon
Ice Golem Arrows Firecracker Witch
Firecracker
Ice Golem Cannon P.E.K.K.A
Royal Giant
Ice Golem
Cannon Firecracker Arrows Witch
Goblin Barrel
Witch
Cannon Ice Golem
P.E.K.K.A
Arrows Firecracker

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.

Cannon Firecracker Ice Golem
P.E.K.K.A Cannon Firecracker Witch
Cannon Witch P.E.K.K.A
Cannon Witch P.E.K.K.A Firecracker
Arrows Firecracker P.E.K.K.A
Arrows Cannon Firecracker
Arrows Cannon Firecracker Witch
Arrows Cannon Ice Golem P.E.K.K.A
Cannon Witch P.E.K.K.A
Cannon Firecracker Ice Golem
Witch Arrows Cannon Firecracker Ice Golem
Arrows Firecracker Witch
Cannon P.E.K.K.A Witch
Arrows Cannon Firecracker Witch P.E.K.K.A
P.E.K.K.A Cannon
Cannon P.E.K.K.A
Arrows Cannon Firecracker Witch P.E.K.K.A
Arrows Cannon Firecracker Witch
Arrows Witch Cannon Firecracker Ice Golem
P.E.K.K.A Cannon
Arrows Cannon Firecracker Witch P.E.K.K.A

Counters to secondary win conditions

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

Ice Golem Witch P.E.K.K.A
Arrows Firecracker Ice Golem
P.E.K.K.A Ice Golem Witch
P.E.K.K.A Ice Golem
P.E.K.K.A Cannon Witch
Arrows Firecracker Ice Golem Witch
P.E.K.K.A Ice Golem Witch
P.E.K.K.A
P.E.K.K.A Firecracker Ice Golem Witch
Witch P.E.K.K.A Cannon
P.E.K.K.A Witch
P.E.K.K.A Arrows
P.E.K.K.A Cannon Ice Golem Witch
Cannon Firecracker Witch
Witch Firecracker Ice Golem P.E.K.K.A
Arrows Cannon Firecracker Ice Golem Witch P.E.K.K.A
Arrows Cannon

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 Ice Golem
Arrows Firecracker
Arrows
Arrows Firecracker Ice Golem
Arrows Firecracker
Arrows Firecracker Ice Golem Witch
Arrows Firecracker Witch
Arrows Firecracker Ice Golem
Arrows Firecracker
Firecracker Arrows
Arrows Firecracker
Firecracker Ice Golem
Arrows Firecracker
Arrows Firecracker Ice Golem
Arrows Firecracker Witch
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Witch
Arrows
Arrows
Arrows Firecracker Ice Golem Witch
Witch
Arrows Firecracker Witch
Arrows Witch
Arrows Firecracker
Arrows Firecracker Ice Golem Witch
Firecracker Witch
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Witch
Arrows Firecracker Witch
Arrows
Firecracker
Arrows Firecracker Ice Golem
Arrows
Firecracker P.E.K.K.A
Firecracker Witch
Firecracker Witch
Firecracker Witch
P.E.K.K.A
Firecracker

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