My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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!

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 Phoenix

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.

Bomber Goblin Giant P.E.K.K.A Phoenix

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.

Zap Arrows Rage

Punishments

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

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.

Goblin Giant P.E.K.K.A Phoenix

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
Bomber Guards Phoenix
Giant Snowball
Bomber Guards
Zap
Bomber Guards Goblin Giant
Barbarian Barrel
Bomber Guards
The Log
Bomber Guards
Earthquake
Bomber Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Guards P.E.K.K.A
Fireball
Bomber
Poison
Bomber Guards Phoenix
Lightning
Phoenix
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows

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 Rage Guards P.E.K.K.A

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.

Bomber Zap Rage Arrows Guards Phoenix Goblin Giant P.E.K.K.A

Shortest cycle

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

9 Bomber Zap Rage Arrows

Attack Synergies 4 9

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.

Bomber
Zap Goblin Giant P.E.K.K.A
Zap
Arrows Goblin Giant P.E.K.K.A Bomber Guards Phoenix
Arrows
Zap P.E.K.K.A Goblin Giant Phoenix
Rage
Goblin Giant Phoenix
Guards
Zap
Goblin Giant
Zap Bomber Arrows Rage
P.E.K.K.A
Zap Arrows Bomber
Phoenix
Zap Arrows Rage

Defense Synergies 1 9

Bomber
Zap Guards P.E.K.K.A
Zap
Goblin Giant Bomber Arrows Guards P.E.K.K.A Phoenix
Arrows
Zap P.E.K.K.A Phoenix
Rage
Guards
Bomber Zap
Goblin Giant
Zap
P.E.K.K.A
Bomber Zap Arrows
Phoenix
Zap 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.

Bomber Zap Goblin Giant
P.E.K.K.A Zap Phoenix
P.E.K.K.A Bomber
P.E.K.K.A Guards Phoenix
Bomber Arrows P.E.K.K.A
Arrows Bomber Zap Guards
Zap Arrows Phoenix
Zap Arrows Goblin Giant P.E.K.K.A Phoenix
P.E.K.K.A Phoenix
Guards Bomber Phoenix
Guards Bomber Zap Arrows Goblin Giant
Arrows Zap Phoenix
P.E.K.K.A Bomber Zap Guards
Bomber Zap Arrows Guards P.E.K.K.A
P.E.K.K.A Phoenix
Zap P.E.K.K.A
Bomber Arrows P.E.K.K.A
Arrows Bomber Zap Guards
Zap Arrows Bomber Guards
P.E.K.K.A Phoenix
Bomber Arrows Guards Goblin Giant P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap P.E.K.K.A
Bomber Zap Arrows Phoenix
Guards P.E.K.K.A Zap Goblin Giant
Guards P.E.K.K.A Zap Goblin Giant Phoenix
P.E.K.K.A Guards Goblin Giant Phoenix
Arrows Zap Goblin Giant
Guards P.E.K.K.A Goblin Giant Phoenix
P.E.K.K.A Goblin Giant Phoenix
Zap P.E.K.K.A Phoenix
P.E.K.K.A Guards Goblin Giant Phoenix
P.E.K.K.A Guards Phoenix
P.E.K.K.A Zap Arrows Guards Goblin Giant Phoenix
P.E.K.K.A Guards Goblin Giant
Bomber
Guards Phoenix Bomber Zap Goblin Giant P.E.K.K.A
Arrows Bomber Zap P.E.K.K.A Phoenix
Bomber Zap 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 Guards
Arrows Zap
Arrows Goblin Giant
Arrows Guards
Bomber Zap Arrows
Arrows Zap Goblin Giant
Bomber Arrows
Arrows Zap
Arrows Zap
Guards
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Bomber Zap Arrows
Arrows
Arrows
Bomber
Bomber Zap Arrows
Bomber Zap Arrows
Arrows
Zap Arrows
Zap Arrows Bomber
Arrows Zap
Zap Arrows
Zap Arrows
Zap Arrows
Zap Guards
Bomber Zap Arrows
Zap Arrows
P.E.K.K.A
Arrows
Zap Guards
Zap Arrows
Arrows
Arrows Bomber Zap
Zap Arrows
P.E.K.K.A
Zap Guards
Zap
Zap Goblin Giant
P.E.K.K.A

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