My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Missing

Defensive buildings

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

Cannon

Investments

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

P.E.K.K.A Royal Ghost Goblinstein

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 Rage

Punishments

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

Royal Ghost

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.

Electro Spirit P.E.K.K.A Royal Ghost

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 Spirit Royal Ghost

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
Guards
Giant Snowball
Cannon Guards
Zap
Cannon Guards
Barbarian Barrel
Electro Spirit Cannon Guards Royal Ghost
The Log
Electro Spirit Cannon Guards
Earthquake
Cannon Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Guards P.E.K.K.A Royal Ghost
Fireball
Cannon
Poison
Cannon Guards
Lightning
Cannon Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Royal Ghost

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.

Electro Spirit Arrows Rage Guards P.E.K.K.A Royal Ghost

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.

Electro Spirit Rage Arrows Cannon Guards Royal Ghost Goblinstein P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Rage Arrows Cannon

Attack Synergies 1 1

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.

Electro Spirit
P.E.K.K.A
Arrows
P.E.K.K.A
Cannon
Rage
Guards
P.E.K.K.A
Arrows Electro Spirit
Royal Ghost
Goblinstein

Defense Synergies 0 4

Electro Spirit
Arrows
Cannon P.E.K.K.A
Cannon
Arrows Guards Royal Ghost
Rage
Guards
Cannon
P.E.K.K.A
Arrows
Royal Ghost
Cannon
Goblinstein

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.

Cannon
P.E.K.K.A Cannon
Cannon P.E.K.K.A
Cannon P.E.K.K.A Guards
Arrows P.E.K.K.A
Arrows Electro Spirit Cannon Guards Royal Ghost
Electro Spirit Arrows Cannon
Electro Spirit Arrows Cannon P.E.K.K.A
Cannon P.E.K.K.A
Guards Cannon Royal Ghost
Guards Electro Spirit Arrows Cannon Royal Ghost
Arrows
Cannon P.E.K.K.A Guards
Electro Spirit Arrows Cannon Guards P.E.K.K.A Royal Ghost
P.E.K.K.A Cannon
Cannon P.E.K.K.A
Arrows Cannon P.E.K.K.A
Arrows Cannon Electro Spirit Guards Royal Ghost
Arrows Electro Spirit Cannon Guards Royal Ghost
P.E.K.K.A Cannon
Royal Ghost Electro Spirit Arrows Cannon Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A Royal Ghost
Arrows Royal Ghost
Guards P.E.K.K.A
Guards P.E.K.K.A
P.E.K.K.A Cannon Guards
Arrows Electro Spirit
Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Electro Spirit
P.E.K.K.A Cannon Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards
P.E.K.K.A Cannon Guards
Cannon
Guards Electro Spirit P.E.K.K.A
Arrows Electro Spirit Cannon P.E.K.K.A Royal Ghost
Electro Spirit Arrows Cannon

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 Royal Ghost
Arrows Royal Ghost
Arrows
Arrows Guards
Arrows
Arrows Electro Spirit
Arrows
Arrows
Arrows
Guards
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Electro Spirit
Arrows Royal Ghost
Arrows
Arrows
Arrows
Electro Spirit Guards
Arrows
Electro Spirit Arrows
P.E.K.K.A
Arrows
Electro Spirit Guards
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
Electro Spirit Guards
Royal Ghost
P.E.K.K.A

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