My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Goblin Gang Wizard Electro Wizard Inferno Dragon

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.

Wizard P.E.K.K.A Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider 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 Hog Rider 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 Hog Rider 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.

Hog Rider Goblin Barrel 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 Hog Rider Goblin Barrel Inferno Dragon
Giant Snowball
Goblin Gang Hog Rider Goblin Barrel Inferno Dragon
Zap
Goblin Gang Goblin Barrel Inferno Dragon
Barbarian Barrel
Goblin Gang Wizard Goblin Barrel Electro Wizard
The Log
Goblin Gang Hog Rider Goblin Barrel
Earthquake
Goblin Gang Hog Rider Goblin Barrel
Arrows
Goblin Gang Goblin Barrel
Royal Delivery
Goblin Gang Hog Rider Wizard Goblin Barrel P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Goblin Gang Hog Rider Wizard Goblin Barrel Electro Wizard Inferno Dragon
Poison
Goblin Gang Wizard Electro Wizard
Lightning
Wizard Electro Wizard Inferno Dragon
Rocket
Hog Rider Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows P.E.K.K.A Inferno Dragon

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 Wizard Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Goblin Barrel Hog Rider Electro Wizard Inferno Dragon Wizard P.E.K.K.A

Shortest cycle

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

13 Arrows Goblin Gang Goblin Barrel Hog Rider

Attack Synergies 5 7

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
Hog Rider P.E.K.K.A Goblin Barrel
Goblin Gang
Hog Rider Goblin Barrel P.E.K.K.A
Hog Rider
Arrows Goblin Gang Wizard Goblin Barrel Electro Wizard
Wizard
Hog Rider P.E.K.K.A
Goblin Barrel
Goblin Gang Arrows Hog Rider P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Goblin Gang Wizard Goblin Barrel
Electro Wizard
P.E.K.K.A Hog Rider
Inferno Dragon

Defense Synergies 0 8

Arrows
P.E.K.K.A
Goblin Gang
P.E.K.K.A Electro Wizard Inferno Dragon
Hog Rider
Wizard
P.E.K.K.A Electro Wizard
Goblin Barrel
P.E.K.K.A
Arrows Goblin Gang Wizard Electro Wizard
Electro Wizard
Goblin Gang Wizard P.E.K.K.A Inferno Dragon
Inferno Dragon
Goblin Gang Electro 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 Electro Wizard
P.E.K.K.A Inferno Dragon Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Goblin Gang Electro Wizard
Arrows P.E.K.K.A
Arrows Goblin Gang Electro Wizard
Electro Wizard Inferno Dragon Arrows Goblin Gang Wizard
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Goblin Gang
Goblin Gang Electro Wizard
Goblin Gang Electro Wizard Arrows Wizard
Arrows Inferno Dragon Goblin Gang Wizard Electro Wizard
P.E.K.K.A Goblin Gang Wizard Electro Wizard
Wizard Arrows Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard Inferno Dragon
Wizard Arrows Goblin Gang P.E.K.K.A Electro Wizard
Arrows Goblin Gang Wizard Electro Wizard
Arrows Wizard Electro Wizard Inferno Dragon
P.E.K.K.A Electro Wizard Inferno Dragon
Goblin Gang Wizard Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon

Counters to secondary win conditions

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

Goblin Gang P.E.K.K.A Electro Wizard
Electro Wizard Arrows Goblin Gang Wizard Inferno Dragon
Goblin Gang P.E.K.K.A Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Inferno Dragon
Arrows Wizard Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon
P.E.K.K.A Electro Wizard Inferno Dragon
P.E.K.K.A Goblin Gang Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard P.E.K.K.A Inferno Dragon
Arrows Wizard P.E.K.K.A Electro Wizard Inferno Dragon
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
Arrows Electro Wizard
Arrows
Arrows
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Goblin Gang Electro Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Inferno Dragon
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Wizard
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Goblin Gang
Arrows Wizard Electro Wizard
Arrows
Goblin Gang Wizard Electro Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Goblin Gang Electro Wizard
Electro Wizard
Electro Wizard
P.E.K.K.A Inferno Dragon
Wizard

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