My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Giant 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.

Goblin Giant Electro Wizard Sparky Monk

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Rage

Punishments

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

Mini P.E.K.K.A Goblin 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.

Mini P.E.K.K.A Goblin 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 Electro Wizard Monk

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
Sparky
Giant Snowball
Zap
Goblin Giant Sparky
Barbarian Barrel
Electro Wizard Sparky
The Log
Mini P.E.K.K.A Sparky
Earthquake
Arrows
Royal Delivery
Mini P.E.K.K.A Electro Wizard Sparky
Fireball
Electro Wizard Sparky
Poison
Electro Wizard Sparky
Lightning
Mini P.E.K.K.A Electro Wizard Sparky Monk
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky

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 Rage Sparky

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Rage Arrows Mini P.E.K.K.A Electro Wizard Monk Goblin Giant Sparky

Shortest cycle

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

9 Mirror Rage Arrows Mini P.E.K.K.A

Attack Synergies 5 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
Mirror Sparky Mini P.E.K.K.A Goblin Giant
Mini P.E.K.K.A
Sparky Arrows Mirror Rage Goblin Giant Electro Wizard
Mirror
Arrows Mini P.E.K.K.A Sparky
Rage
Sparky Mini P.E.K.K.A Goblin Giant Electro Wizard
Goblin Giant
Sparky Arrows Mini P.E.K.K.A Rage Electro Wizard
Electro Wizard
Mini P.E.K.K.A Rage Goblin Giant Sparky
Sparky
Arrows Mini P.E.K.K.A Rage Goblin Giant Mirror Electro Wizard
Monk

Defense Synergies 2 8

Arrows
Mirror Mini P.E.K.K.A Sparky Monk
Mini P.E.K.K.A
Electro Wizard Arrows Mirror
Mirror
Arrows Mini P.E.K.K.A Electro Wizard Sparky
Rage
Goblin Giant
Electro Wizard Sparky
Electro Wizard
Mini P.E.K.K.A Mirror Goblin Giant
Sparky
Arrows Mirror Goblin Giant
Monk
Arrows

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.

Goblin Giant Electro Wizard Sparky
Mini P.E.K.K.A Sparky Electro Wizard Monk
Mini P.E.K.K.A Sparky Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard Monk
Arrows Mini P.E.K.K.A Sparky Monk
Arrows Electro Wizard
Electro Wizard Arrows
Arrows Goblin Giant Electro Wizard Sparky Monk
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Electro Wizard Sparky
Electro Wizard Arrows Goblin Giant
Arrows Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Sparky Arrows Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Monk Mini P.E.K.K.A Electro Wizard Sparky
Sparky Arrows Mini P.E.K.K.A Electro Wizard
Arrows Electro Wizard
Arrows Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Arrows Mini P.E.K.K.A Goblin Giant Electro Wizard Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Electro Wizard Sparky
Electro Wizard Arrows Mini P.E.K.K.A Monk
Mini P.E.K.K.A Goblin Giant Electro Wizard Sparky
Mini P.E.K.K.A Goblin Giant Electro Wizard Sparky Monk
Mini P.E.K.K.A Goblin Giant Sparky
Arrows Goblin Giant Electro Wizard Monk
Mini P.E.K.K.A Sparky Goblin Giant Electro Wizard
Mini P.E.K.K.A Goblin Giant Sparky
Electro Wizard Mini P.E.K.K.A Sparky Monk
Goblin Giant Sparky
Mini P.E.K.K.A Sparky
Monk Arrows Goblin Giant Electro Wizard
Mini P.E.K.K.A Goblin Giant Sparky
Sparky
Electro Wizard Sparky Mini P.E.K.K.A Goblin Giant Monk
Arrows Mini P.E.K.K.A Electro Wizard Sparky
Arrows

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 Sparky Monk
Arrows Monk Electro Wizard
Arrows Goblin Giant Sparky
Arrows Sparky
Arrows Sparky
Arrows Goblin Giant Monk
Arrows Sparky
Arrows
Arrows Monk
Mini P.E.K.K.A Electro Wizard Sparky
Monk Arrows Electro Wizard Sparky
Monk Arrows
Sparky
Arrows Monk
Arrows Sparky
Arrows Sparky
Arrows Sparky
Monk Arrows Sparky
Mini P.E.K.K.A Sparky
Arrows Mini P.E.K.K.A Electro Wizard Sparky Monk
Arrows Monk
Sparky Monk
Arrows
Sparky Monk
Arrows Monk
Arrows Sparky
Arrows Electro Wizard Sparky Monk
Arrows Sparky Monk
Arrows Sparky
Arrows Electro Wizard Sparky
Electro Wizard
Mini P.E.K.K.A Sparky
Arrows Sparky
Arrows Electro Wizard Sparky Monk
Sparky
Arrows Sparky Monk
Electro Wizard
Arrows Electro Wizard Monk
Arrows
Mini P.E.K.K.A Electro Wizard Sparky
Arrows
Monk Arrows Sparky
Sparky
Electro Wizard Sparky
Electro Wizard
Goblin Giant Electro Wizard Sparky Monk

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