My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Bad

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Inferno Tower Electro Dragon Ice Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Electro Dragon P.E.K.K.A Ice Wizard Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Freeze

Punishments

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

Goblin Gang Mega Knight

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 P.E.K.K.A Mega Knight

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 Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze Electro Dragon Ice Wizard Mega Knight

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 Inferno Tower Freeze P.E.K.K.A Ice Wizard Mega Knight

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Ice Wizard Freeze Inferno Tower Electro Dragon P.E.K.K.A Mega Knight

Shortest cycle

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

13 Arrows Goblin Gang Ice Wizard Freeze

Attack Synergies 1 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
P.E.K.K.A Freeze Mega Knight
Goblin Gang
P.E.K.K.A
Inferno Tower
Freeze
Arrows
Electro Dragon
P.E.K.K.A Ice Wizard Mega Knight
P.E.K.K.A
Arrows Goblin Gang Electro Dragon Ice Wizard
Ice Wizard
Electro Dragon P.E.K.K.A
Mega Knight
Arrows Electro Dragon

Defense Synergies 2 12

Arrows
Mega Knight Inferno Tower P.E.K.K.A Ice Wizard
Goblin Gang
Inferno Tower P.E.K.K.A Ice Wizard
Inferno Tower
Goblin Gang Arrows Electro Dragon Ice Wizard Mega Knight
Freeze
Mega Knight
Electro Dragon
Inferno Tower Ice Wizard
P.E.K.K.A
Arrows Goblin Gang Ice Wizard
Ice Wizard
Arrows Goblin Gang Inferno Tower Electro Dragon P.E.K.K.A Mega Knight
Mega Knight
Arrows Inferno Tower Freeze Ice 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.

Inferno Tower Electro Dragon
Inferno Tower P.E.K.K.A Goblin Gang Electro Dragon Ice Wizard Mega Knight
Goblin Gang Inferno Tower P.E.K.K.A Mega Knight Freeze Electro Dragon Ice Wizard
Inferno Tower P.E.K.K.A Goblin Gang Electro Dragon Ice Wizard Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Goblin Gang Freeze Electro Dragon Ice Wizard Mega Knight
Inferno Tower Arrows Goblin Gang Freeze Electro Dragon Ice Wizard
Arrows Inferno Tower Electro Dragon P.E.K.K.A Mega Knight
Inferno Tower P.E.K.K.A Goblin Gang Ice Wizard
Goblin Gang Inferno Tower Ice Wizard Mega Knight
Goblin Gang Ice Wizard Arrows Freeze Electro Dragon Mega Knight
Arrows Inferno Tower Goblin Gang Electro Dragon Ice Wizard
Inferno Tower P.E.K.K.A Mega Knight Goblin Gang Freeze Electro Dragon Ice Wizard
Mega Knight Arrows Goblin Gang Freeze Electro Dragon P.E.K.K.A
Inferno Tower P.E.K.K.A Goblin Gang Mega Knight
Inferno Tower Goblin Gang Freeze P.E.K.K.A Mega Knight
Mega Knight Arrows Goblin Gang Inferno Tower Electro Dragon P.E.K.K.A
Arrows Mega Knight Goblin Gang Electro Dragon Ice Wizard
Arrows Freeze Electro Dragon Ice Wizard Mega Knight
P.E.K.K.A Inferno Tower
Goblin Gang Mega Knight Arrows Electro Dragon P.E.K.K.A
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 Mega Knight Inferno Tower P.E.K.K.A
Arrows Goblin Gang Electro Dragon Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Inferno Tower Electro Dragon
Goblin Gang P.E.K.K.A Mega Knight Inferno Tower
Inferno Tower P.E.K.K.A Goblin Gang Mega Knight
Arrows Goblin Gang Freeze Electro Dragon Ice Wizard
Goblin Gang P.E.K.K.A Inferno Tower Ice Wizard
Inferno Tower P.E.K.K.A Mega Knight
Freeze Electro Dragon P.E.K.K.A Mega Knight Inferno Tower
Inferno Tower P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Inferno Tower Electro Dragon
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Goblin Gang Inferno Tower
Electro Dragon Mega Knight
Goblin Gang Inferno Tower Electro Dragon Freeze P.E.K.K.A
Arrows Mega Knight Inferno Tower Freeze Electro Dragon P.E.K.K.A Ice Wizard
Arrows Inferno Tower Ice 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 Freeze Electro Dragon
Arrows Electro Dragon Ice Wizard
Arrows Electro Dragon
Arrows Freeze
Arrows Mega Knight
Arrows Freeze Electro Dragon Ice Wizard
Arrows
Arrows Freeze Electro Dragon Ice Wizard
Arrows Electro Dragon
Goblin Gang Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Freeze Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon Mega Knight
Arrows Freeze
Arrows Electro Dragon Mega Knight
Arrows Electro Dragon Mega Knight
Mega Knight
Arrows
Arrows Electro Dragon
Arrows Freeze Electro Dragon Ice Wizard Mega Knight
Arrows Electro Dragon Ice Wizard
Arrows Electro Dragon Mega Knight
Arrows
Arrows Electro Dragon Ice Wizard
Electro Dragon Freeze
Arrows Electro Dragon Mega Knight
Arrows Freeze Electro Dragon
P.E.K.K.A Mega Knight
Arrows
Goblin Gang Freeze Electro Dragon
Arrows Electro Dragon Ice Wizard
Freeze
Arrows
Goblin Gang Electro Dragon Mega Knight
Arrows Electro Dragon
Arrows
Electro Dragon P.E.K.K.A Mega Knight
Electro Dragon Goblin Gang Freeze
Electro Dragon
Electro Dragon Freeze Mega Knight
P.E.K.K.A
Electro Dragon Mega Knight

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