My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Electro 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.

Battle Ram P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Battle Ram

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 Barbarians Battle Ram Battle Healer 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.

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
Goblin Gang Battle Ram
Giant Snowball
Goblin Gang Barbarians Battle Ram
Zap
Goblin Gang Battle Ram
Barbarian Barrel
Goblin Gang Barbarians Battle Ram Electro Wizard
The Log
Goblin Gang Barbarians Battle Ram
Earthquake
Goblin Gang Barbarians
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Barbarians Battle Ram Battle Healer P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Barbarians Battle Ram Battle Healer Electro Wizard
Poison
Goblin Gang Barbarians Battle Healer Electro Wizard
Lightning
Battle Ram Battle Healer Electro Wizard
Rocket
Barbarians Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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 Battle Ram Battle Healer P.E.K.K.A

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 Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Goblin Gang Battle Ram Battle Healer Electro Wizard Barbarians P.E.K.K.A

Shortest cycle

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

12 The Log Arrows Goblin Gang Battle Ram

Attack Synergies 3 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.

Arrows
P.E.K.K.A Battle Ram Battle Healer
Goblin Gang
Battle Ram Battle Healer P.E.K.K.A
Barbarians
Battle Healer
Battle Ram
The Log Arrows Goblin Gang Battle Healer P.E.K.K.A Electro Wizard
Battle Healer
Arrows Goblin Gang Barbarians Battle Ram Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Goblin Gang Battle Ram The Log
The Log
Battle Ram P.E.K.K.A
Electro Wizard
P.E.K.K.A Battle Ram Battle Healer

Defense Synergies 1 12

Arrows
Barbarians Battle Healer P.E.K.K.A
Goblin Gang
Barbarians Battle Healer P.E.K.K.A The Log Electro Wizard
Barbarians
Arrows Goblin Gang
Battle Ram
Battle Healer
Arrows Goblin Gang The Log Electro Wizard
P.E.K.K.A
The Log Arrows Goblin Gang Electro Wizard
The Log
P.E.K.K.A Goblin Gang Battle Healer Electro Wizard
Electro Wizard
Goblin Gang Battle Healer P.E.K.K.A The Log

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.

The Log Electro Wizard
Barbarians P.E.K.K.A Goblin Gang Battle Healer The Log Electro Wizard
Goblin Gang Barbarians P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Goblin Gang Electro Wizard
Arrows Barbarians Battle Healer P.E.K.K.A The Log
Arrows Goblin Gang The Log Electro Wizard
Electro Wizard Arrows Goblin Gang
Arrows Barbarians Battle Healer P.E.K.K.A The Log Electro Wizard
Barbarians P.E.K.K.A Goblin Gang
Goblin Gang Barbarians Battle Healer Electro Wizard
Goblin Gang Barbarians Electro Wizard Arrows The Log
Arrows Goblin Gang Electro Wizard
Barbarians P.E.K.K.A Goblin Gang Battle Healer The Log Electro Wizard
Arrows Goblin Gang Barbarians P.E.K.K.A The Log Electro Wizard
Barbarians P.E.K.K.A Goblin Gang Electro Wizard
Barbarians Goblin Gang P.E.K.K.A The Log Electro Wizard
Barbarians Arrows Goblin Gang P.E.K.K.A Electro Wizard
Arrows Goblin Gang Barbarians Battle Healer The Log Electro Wizard
Arrows The Log Barbarians Battle Healer Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Goblin Gang Arrows Barbarians Battle Healer P.E.K.K.A The Log Electro Wizard
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 Barbarians Battle Healer P.E.K.K.A Electro Wizard
Electro Wizard Arrows Goblin Gang Battle Healer The Log
Goblin Gang Barbarians P.E.K.K.A Battle Healer The Log Electro Wizard
Goblin Gang P.E.K.K.A Barbarians Battle Healer The Log Electro Wizard
Barbarians P.E.K.K.A Goblin Gang Battle Healer
Arrows Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Barbarians Battle Healer Electro Wizard
P.E.K.K.A Barbarians Battle Healer
P.E.K.K.A Electro Wizard Barbarians The Log
P.E.K.K.A Goblin Gang Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Arrows Barbarians The Log Electro Wizard
Barbarians P.E.K.K.A Goblin Gang
Barbarians
Goblin Gang Barbarians Electro Wizard Battle Healer P.E.K.K.A The Log
Arrows Barbarians Battle Healer P.E.K.K.A The Log Electro Wizard
Arrows 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.)

Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Barbarians The Log
Arrows The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Goblin Gang Electro Wizard
Arrows The Log Electro Wizard
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Arrows The Log Electro Wizard
Arrows The Log
The Log
Arrows
The Log
Arrows Barbarians The Log
Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows Electro Wizard
Electro Wizard
Arrows The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard Goblin Gang Barbarians
Arrows Electro Wizard
Arrows The Log
Goblin Gang Electro Wizard
Arrows The Log
Arrows
P.E.K.K.A
Goblin Gang The Log Electro Wizard
Electro Wizard
The Log Electro Wizard
P.E.K.K.A

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