My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Goblin Giant Ice 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.

Wizard Goblin Giant P.E.K.K.A Ice Wizard Goblinstein

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

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.

Electro Spirit Goblin Giant 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.

Electro Spirit

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
Guards
Zap
Guards Goblin Giant
Barbarian Barrel
Electro Spirit Wizard Guards Ice Wizard
The Log
Electro Spirit Guards
Earthquake
Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Wizard Guards P.E.K.K.A Ice Wizard
Fireball
Wizard Ice Wizard
Poison
Wizard Guards Ice Wizard
Lightning
Wizard Ice Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Wizard Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Guards P.E.K.K.A Ice Wizard

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.

Wizard Ice 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.

Electro Spirit Arrows Guards Ice Wizard Wizard Goblinstein Goblin Giant P.E.K.K.A

Shortest cycle

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

10 Electro Spirit Arrows Guards Ice Wizard

Attack Synergies 1 7

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
Goblin Giant P.E.K.K.A
Arrows
P.E.K.K.A Goblin Giant
Wizard
Goblin Giant P.E.K.K.A
Guards
Goblin Giant
Electro Spirit Arrows Wizard Ice Wizard
P.E.K.K.A
Arrows Electro Spirit Wizard Ice Wizard
Ice Wizard
Goblin Giant P.E.K.K.A
Goblinstein

Defense Synergies 0 7

Electro Spirit
Arrows
P.E.K.K.A Ice Wizard
Wizard
Guards P.E.K.K.A Ice Wizard
Guards
Wizard Ice Wizard
Goblin Giant
P.E.K.K.A
Arrows Wizard Ice Wizard
Ice Wizard
Arrows Wizard Guards P.E.K.K.A
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.

Wizard Goblin Giant
P.E.K.K.A Ice Wizard
P.E.K.K.A Ice Wizard
P.E.K.K.A Guards Ice Wizard
Arrows P.E.K.K.A
Arrows Electro Spirit Guards Ice Wizard
Electro Spirit Arrows Wizard Ice Wizard
Electro Spirit Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A Ice Wizard
Guards Ice Wizard
Guards Ice Wizard Electro Spirit Arrows Wizard Goblin Giant
Arrows Wizard Ice Wizard
P.E.K.K.A Wizard Guards Ice Wizard
Wizard Electro Spirit Arrows Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Wizard Arrows P.E.K.K.A
Arrows Electro Spirit Wizard Guards Ice Wizard
Arrows Wizard Electro Spirit Guards Ice Wizard
P.E.K.K.A
Wizard Electro Spirit Arrows Guards Goblin Giant P.E.K.K.A
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
Arrows Wizard
Guards P.E.K.K.A Goblin Giant
Guards P.E.K.K.A Goblin Giant
P.E.K.K.A Guards Goblin Giant
Arrows Wizard Electro Spirit Goblin Giant Ice Wizard
Guards P.E.K.K.A Goblin Giant Ice Wizard
P.E.K.K.A Goblin Giant
P.E.K.K.A Electro Spirit
P.E.K.K.A Guards Goblin Giant
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Goblin Giant
P.E.K.K.A Wizard Guards Goblin Giant
Wizard
Guards Electro Spirit Goblin Giant P.E.K.K.A
Arrows Electro Spirit Wizard P.E.K.K.A Ice Wizard
Electro Spirit Arrows Ice 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 Guards
Arrows Ice Wizard
Arrows Goblin Giant
Arrows Guards
Wizard Arrows
Arrows Wizard Electro Spirit Goblin Giant Ice Wizard
Arrows Wizard
Arrows Wizard Ice Wizard
Arrows Wizard
Guards
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Electro Spirit Wizard Ice Wizard
Arrows Wizard Ice Wizard
Arrows Wizard
Arrows
Arrows Wizard Ice Wizard
Electro Spirit Wizard Guards
Arrows Wizard
Electro Spirit Arrows
P.E.K.K.A
Arrows Wizard
Electro Spirit Guards
Arrows Wizard Ice Wizard
Arrows
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Electro Spirit Guards
Goblin Giant
P.E.K.K.A
Wizard

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