My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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

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.

Knight Wizard 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.

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 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.

Knight Goblin Gang 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.

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

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 Knight Guards 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.

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 Knight Goblin Gang Goblin Barrel Guards Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Goblin Gang Goblin Barrel

Attack Synergies 5 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
P.E.K.K.A Knight Goblin Barrel
Knight
Goblin Gang Goblin Barrel Arrows Wizard Electro Wizard
Goblin Gang
Knight Goblin Barrel P.E.K.K.A
Wizard
Knight P.E.K.K.A
Goblin Barrel
Knight Goblin Gang Arrows Guards P.E.K.K.A
Guards
Goblin Barrel
P.E.K.K.A
Arrows Electro Wizard Goblin Gang Wizard Goblin Barrel
Electro Wizard
P.E.K.K.A Knight

Defense Synergies 2 11

Arrows
Knight P.E.K.K.A
Knight
Goblin Gang Electro Wizard Arrows Wizard
Goblin Gang
Knight Guards P.E.K.K.A Electro Wizard
Wizard
Knight Guards P.E.K.K.A Electro Wizard
Goblin Barrel
Guards
Goblin Gang Wizard Electro Wizard
P.E.K.K.A
Arrows Goblin Gang Wizard Electro Wizard
Electro Wizard
Knight Goblin Gang Wizard Guards 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.

Knight Wizard Electro Wizard
P.E.K.K.A Knight Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Goblin Gang Guards Electro Wizard
Arrows P.E.K.K.A
Arrows Goblin Gang Guards Electro Wizard
Electro Wizard Arrows Goblin Gang Wizard
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
Knight Goblin Gang Guards Electro Wizard
Goblin Gang Guards Electro Wizard Arrows Knight Wizard
Arrows Goblin Gang Wizard Electro Wizard
P.E.K.K.A Knight Goblin Gang Wizard Guards Electro Wizard
Wizard Arrows Goblin Gang Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
Wizard Arrows Knight Goblin Gang P.E.K.K.A Electro Wizard
Arrows Knight Goblin Gang Wizard Guards Electro Wizard
Arrows Wizard Knight Guards Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Wizard Arrows Knight Guards P.E.K.K.A 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.

Knight Goblin Gang Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Wizard
Goblin Gang Guards P.E.K.K.A Knight Electro Wizard
Goblin Gang Guards P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Goblin Gang Guards
Arrows Wizard Goblin Gang Electro Wizard
Goblin Gang Guards P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight
P.E.K.K.A Goblin Gang Guards
P.E.K.K.A Knight Guards
P.E.K.K.A Arrows Guards Electro Wizard
P.E.K.K.A Knight Goblin Gang Wizard Guards
Wizard
Goblin Gang Guards Electro Wizard Knight P.E.K.K.A
Arrows Wizard P.E.K.K.A 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 Knight Guards
Arrows Electro Wizard
Arrows
Arrows Knight Guards
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Goblin Gang Guards Electro Wizard
Arrows Knight Wizard Electro Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Wizard Guards
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Goblin Gang Guards
Arrows Wizard Electro Wizard
Arrows
Knight Goblin Gang Wizard Electro Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Goblin Gang Guards Electro Wizard
Electro Wizard
Electro Wizard
P.E.K.K.A
Wizard

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