My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Mega Minion

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 Archers Knight Mega Minion Battle Ram

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Missing

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 Battle Ram

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 Goblins Knight Mini P.E.K.K.A Battle Ram

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 Mini P.E.K.K.A

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 Archers Battle Ram
Giant Snowball
Goblins Bomber Archers Mega Minion Battle Ram
Zap
Goblins Bomber Archers Battle Ram
Barbarian Barrel
Electro Spirit Goblins Bomber Archers Knight Battle Ram
The Log
Electro Spirit Goblins Bomber Archers Mini P.E.K.K.A Battle Ram
Earthquake
Bomber Archers
Arrows
Electro Spirit Goblins Bomber Archers
Royal Delivery
Electro Spirit Goblins Bomber Archers Knight Mega Minion Mini P.E.K.K.A Battle Ram
Fireball
Bomber Archers Mega Minion Battle Ram
Poison
Bomber Archers Mega Minion
Lightning
Knight Mega Minion Mini P.E.K.K.A Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber

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 Knight Mega Minion Mini P.E.K.K.A Battle Ram

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.

Goblins

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Goblins Bomber Archers Knight Mega Minion Mini P.E.K.K.A Battle Ram

Shortest cycle

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

8 Electro Spirit Goblins Bomber Archers

Attack Synergies 4 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.

Electro Spirit
Mega Minion Battle Ram
Goblins
Archers Battle Ram
Bomber
Knight Mini P.E.K.K.A Battle Ram
Archers
Knight Goblins Mini P.E.K.K.A Battle Ram
Knight
Archers Mega Minion Battle Ram Bomber
Mega Minion
Electro Spirit Knight
Mini P.E.K.K.A
Bomber Archers
Battle Ram
Knight Electro Spirit Goblins Bomber Archers

Defense Synergies 4 8

Electro Spirit
Mega Minion
Goblins
Bomber Archers Knight Mega Minion
Bomber
Knight Goblins Mini P.E.K.K.A
Archers
Knight Goblins Mega Minion Mini P.E.K.K.A
Knight
Bomber Archers Mega Minion Goblins Mini P.E.K.K.A
Mega Minion
Electro Spirit Knight Goblins Archers
Mini P.E.K.K.A
Bomber Archers Knight
Battle Ram

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 Knight Mega Minion
Mini P.E.K.K.A Goblins Knight Mega Minion
Mini P.E.K.K.A Goblins Bomber Archers Knight Mega Minion
Mini P.E.K.K.A Goblins Knight Mega Minion
Bomber Mini P.E.K.K.A
Electro Spirit Goblins Bomber Archers Mega Minion
Mega Minion Electro Spirit Archers
Electro Spirit
Mini P.E.K.K.A Goblins
Knight Goblins Bomber Archers Mini P.E.K.K.A
Goblins Archers Electro Spirit Bomber Knight Mega Minion
Mega Minion Archers
Mini P.E.K.K.A Bomber Knight
Bomber Electro Spirit Goblins Mega Minion Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Mini P.E.K.K.A
Goblins Bomber Knight Mini P.E.K.K.A
Electro Spirit Goblins Bomber Archers Knight Mega Minion
Electro Spirit Bomber Archers Knight Mega Minion
Mini P.E.K.K.A
Bomber Electro Spirit Goblins Archers Knight Mini P.E.K.K.A
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Goblins Archers
Bomber Archers Knight Mega Minion Mini P.E.K.K.A
Goblins Knight Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Knight Mini P.E.K.K.A
Electro Spirit Archers
Mini P.E.K.K.A Goblins Archers Knight Mega Minion
Mini P.E.K.K.A Knight
Electro Spirit Goblins Knight Mega Minion Mini P.E.K.K.A
Mega Minion
Knight Mega Minion Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Bomber Archers
Electro Spirit Goblins Bomber Archers Knight Mega Minion Mini P.E.K.K.A
Electro Spirit Bomber Archers Mega Minion Mini P.E.K.K.A
Electro Spirit Bomber

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.)

Knight
Knight
Bomber
Electro Spirit Mega Minion
Bomber Archers
Goblins Mini P.E.K.K.A
Knight
Archers
Knight
Bomber
Bomber Mini P.E.K.K.A
Bomber Archers Mega Minion Mini P.E.K.K.A
Bomber
Electro Spirit Bomber
Mega Minion
Archers
Electro Spirit Mega Minion
Mega Minion Mini P.E.K.K.A
Bomber
Electro Spirit
Electro Spirit Archers
Archers Mega Minion
Knight Mega Minion Mini P.E.K.K.A
Bomber
Mega Minion
Electro Spirit

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