My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Godly!

1 problems 1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Archers Goblin Gang

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.

Ice Spirit Spear Goblins Bats Archers P.E.K.K.A

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.

Poison

Punishments

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

Goblin Gang

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Ice Spirit Spear Goblins Goblin Gang 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
Spear Goblins Bats Archers Goblin Gang
Giant Snowball
Spear Goblins Bats Archers Goblin Gang
Zap
Spear Goblins Bats Archers Goblin Gang
Barbarian Barrel
Electro Spirit Ice Spirit Spear Goblins Archers Goblin Gang
The Log
Electro Spirit Ice Spirit Spear Goblins Archers Goblin Gang
Earthquake
Spear Goblins Archers Goblin Gang
Arrows
Electro Spirit Ice Spirit Spear Goblins Bats Archers Goblin Gang
Royal Delivery
Electro Spirit Ice Spirit Spear Goblins Bats Archers Goblin Gang P.E.K.K.A
Fireball
Archers Goblin Gang
Poison
Spear Goblins Bats Archers Goblin Gang
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Poison

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Poison

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 Ice Spirit Spear Goblins Bats Poison P.E.K.K.A

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.

Ice Spirit Goblin Gang

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 Ice Spirit Spear Goblins Bats Archers Goblin Gang Poison P.E.K.K.A

Shortest cycle

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

6 Electro Spirit Ice Spirit Spear Goblins Bats

Attack Synergies 2 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
P.E.K.K.A
Ice Spirit
P.E.K.K.A Spear Goblins Bats Archers
Spear Goblins
Ice Spirit Goblin Gang
Bats
Ice Spirit P.E.K.K.A
Archers
Ice Spirit P.E.K.K.A
Goblin Gang
Spear Goblins P.E.K.K.A
Poison
P.E.K.K.A
P.E.K.K.A
Ice Spirit Poison Electro Spirit Bats Archers Goblin Gang

Defense Synergies 1 14

Electro Spirit
Ice Spirit
Goblin Gang Spear Goblins Bats Archers Poison P.E.K.K.A
Spear Goblins
Ice Spirit Bats Archers Goblin Gang Poison P.E.K.K.A
Bats
Ice Spirit Spear Goblins P.E.K.K.A
Archers
Ice Spirit Spear Goblins Goblin Gang P.E.K.K.A
Goblin Gang
Ice Spirit Spear Goblins Archers P.E.K.K.A
Poison
Ice Spirit Spear Goblins
P.E.K.K.A
Ice Spirit Spear Goblins Bats Archers Goblin Gang

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.

Spear Goblins
P.E.K.K.A Ice Spirit Bats Goblin Gang
Goblin Gang P.E.K.K.A Bats Archers
P.E.K.K.A Bats Goblin Gang
Poison P.E.K.K.A
Goblin Gang Electro Spirit Spear Goblins Bats Archers
Bats Electro Spirit Ice Spirit Spear Goblins Archers Goblin Gang Poison
Electro Spirit Poison P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang Ice Spirit Spear Goblins Archers
Bats Archers Goblin Gang Poison Electro Spirit Spear Goblins
Spear Goblins Bats Archers Goblin Gang Poison
P.E.K.K.A Ice Spirit Bats Goblin Gang
Electro Spirit Ice Spirit Bats Goblin Gang Poison P.E.K.K.A
P.E.K.K.A Goblin Gang
Ice Spirit Goblin Gang P.E.K.K.A
Bats Goblin Gang Poison P.E.K.K.A
Ice Spirit Electro Spirit Spear Goblins Bats Archers Goblin Gang
Poison Electro Spirit Ice Spirit Spear Goblins Bats Archers
P.E.K.K.A
Goblin Gang Electro Spirit Spear Goblins Bats Archers Poison 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.

Goblin Gang Spear Goblins Archers P.E.K.K.A
Poison Archers Goblin Gang
Goblin Gang P.E.K.K.A Ice Spirit Spear Goblins Bats
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A Goblin Gang
Poison Electro Spirit Ice Spirit Bats Archers Goblin Gang
Goblin Gang P.E.K.K.A Spear Goblins Bats Archers
P.E.K.K.A
P.E.K.K.A Electro Spirit Ice Spirit Spear Goblins Bats Poison
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A Poison
P.E.K.K.A Goblin Gang
Archers
Goblin Gang Electro Spirit Ice Spirit Spear Goblins Bats Archers Poison P.E.K.K.A
Bats Poison Electro Spirit Archers P.E.K.K.A
Electro Spirit

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.)

Poison
Poison
Poison
Poison
Poison
Poison Electro Spirit Ice Spirit Spear Goblins Bats
Archers Poison
Poison Ice Spirit
Poison
Bats Goblin Gang Poison
Poison
Poison Archers
Poison
Poison
Poison
Spear Goblins Poison
Poison
Poison
Bats
Archers Poison
Poison
Poison
Poison
Poison
Poison Electro Spirit Ice Spirit
Poison
Poison
Poison
Poison Bats Archers
Electro Spirit Ice Spirit Bats Poison
Poison
Electro Spirit Ice Spirit Poison
P.E.K.K.A
Poison
Electro Spirit Ice Spirit Spear Goblins Bats Archers Goblin Gang
Poison Archers
Poison Goblin Gang
Poison
Poison
P.E.K.K.A
Electro Spirit Ice Spirit Bats Goblin Gang Poison
Bats Poison
Poison
P.E.K.K.A
Poison

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