My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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

Defensive buildings

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

Bomb Tower

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 Giant

Offensive cards

Win conditions

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

Battle Ram Giant

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 Mini P.E.K.K.A Battle Ram Giant

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 Mini P.E.K.K.A Battle Ram Giant

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.

Mini P.E.K.K.A

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 Guards
Giant Snowball
Goblin Gang Battle Ram Guards
Zap
Goblin Gang Battle Ram Guards
Barbarian Barrel
Goblin Gang Battle Ram Bomb Tower Guards
The Log
Goblin Gang Mini P.E.K.K.A Battle Ram Guards
Earthquake
Goblin Gang Bomb Tower Guards
Arrows
Goblin Gang Guards
Royal Delivery
Goblin Gang Mini P.E.K.K.A Battle Ram Guards
Fireball
Goblin Gang Battle Ram Bomb Tower
Poison
Goblin Gang Bomb Tower Guards
Lightning
Mini P.E.K.K.A Battle Ram Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Freeze

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 Mini P.E.K.K.A Battle Ram Guards Freeze

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

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.

Arrows Goblin Gang Guards Mini P.E.K.K.A Battle Ram Bomb Tower Freeze Giant

Shortest cycle

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

13 Arrows Goblin Gang Guards Mini P.E.K.K.A

Attack Synergies 2 8

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
Giant Mini P.E.K.K.A Battle Ram Freeze
Goblin Gang
Mini P.E.K.K.A Battle Ram Giant
Mini P.E.K.K.A
Giant Arrows Goblin Gang
Battle Ram
Arrows Goblin Gang Freeze
Bomb Tower
Giant
Arrows Mini P.E.K.K.A Goblin Gang Guards
Guards
Giant
Freeze
Arrows Battle Ram

Defense Synergies 0 8

Arrows
Mini P.E.K.K.A Bomb Tower
Goblin Gang
Mini P.E.K.K.A Bomb Tower Guards
Mini P.E.K.K.A
Arrows Goblin Gang Bomb Tower Guards Freeze
Battle Ram
Bomb Tower
Arrows Goblin Gang Mini P.E.K.K.A
Giant
Guards
Goblin Gang Mini P.E.K.K.A
Freeze
Mini P.E.K.K.A

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.

Mini P.E.K.K.A Bomb Tower Goblin Gang
Goblin Gang Mini P.E.K.K.A Bomb Tower Freeze
Mini P.E.K.K.A Bomb Tower Goblin Gang Guards
Arrows Mini P.E.K.K.A Bomb Tower
Arrows Goblin Gang Freeze Bomb Tower Guards
Arrows Goblin Gang Bomb Tower Freeze
Arrows Bomb Tower
Mini P.E.K.K.A Goblin Gang Bomb Tower
Goblin Gang Guards Mini P.E.K.K.A
Goblin Gang Guards Arrows Bomb Tower Freeze
Arrows Goblin Gang
Mini P.E.K.K.A Bomb Tower Goblin Gang Guards Freeze
Bomb Tower Arrows Goblin Gang Mini P.E.K.K.A Guards Freeze
Mini P.E.K.K.A Goblin Gang Bomb Tower
Bomb Tower Goblin Gang Mini P.E.K.K.A Freeze
Bomb Tower Arrows Goblin Gang Mini P.E.K.K.A
Arrows Bomb Tower Goblin Gang Guards
Arrows Bomb Tower Freeze Guards
Mini P.E.K.K.A Bomb Tower
Goblin Gang Arrows Mini P.E.K.K.A Bomb Tower Guards
Mini P.E.K.K.A Bomb Tower Guards

Counters to secondary win conditions

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

Goblin Gang Mini P.E.K.K.A Guards
Arrows Goblin Gang Mini P.E.K.K.A Bomb Tower
Goblin Gang Guards Mini P.E.K.K.A Bomb Tower
Goblin Gang Mini P.E.K.K.A Guards
Goblin Gang Mini P.E.K.K.A Guards
Arrows Goblin Gang Bomb Tower Freeze
Goblin Gang Mini P.E.K.K.A Guards Bomb Tower
Mini P.E.K.K.A Bomb Tower
Freeze Mini P.E.K.K.A Bomb Tower
Goblin Gang Guards
Mini P.E.K.K.A Bomb Tower Guards
Arrows Guards
Mini P.E.K.K.A Goblin Gang Bomb Tower Guards
Bomb Tower
Goblin Gang Guards Mini P.E.K.K.A Bomb Tower Freeze
Arrows Mini P.E.K.K.A Bomb Tower Freeze
Arrows Bomb Tower

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 Guards Freeze
Arrows
Arrows
Arrows Guards Freeze
Arrows
Arrows Freeze
Arrows
Arrows Freeze
Arrows
Goblin Gang Mini P.E.K.K.A Guards
Arrows
Arrows
Arrows Freeze
Arrows
Arrows
Arrows
Arrows Freeze
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A
Arrows
Arrows
Arrows
Arrows Freeze
Arrows
Arrows
Arrows
Arrows
Guards Freeze
Mini P.E.K.K.A
Arrows
Arrows Freeze
Arrows
Goblin Gang Guards Freeze
Arrows
Freeze
Arrows
Goblin Gang Mini P.E.K.K.A
Arrows
Arrows
Goblin Gang Guards Freeze
Freeze

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