My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Minions

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.

Spear Goblins Bats 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.

Zap Giant Snowball

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Giant Snowball

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 Spear Goblins Bats Clone 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.

Minions

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 Spear Goblins Bats Zap Giant Snowball Minions Clone P.E.K.K.A

Shortest cycle

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

7 Electro Spirit Spear Goblins Bats Zap

Attack Synergies 2 13

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
Zap Giant Snowball P.E.K.K.A
Spear Goblins
Zap Giant Snowball
Bats
Zap Minions Clone P.E.K.K.A
Zap
P.E.K.K.A Electro Spirit Spear Goblins Bats Giant Snowball Minions
Giant Snowball
P.E.K.K.A Electro Spirit Spear Goblins Zap
Minions
Bats Zap Clone P.E.K.K.A
Clone
Bats Minions
P.E.K.K.A
Zap Giant Snowball Electro Spirit Bats Minions

Defense Synergies 0 17

Electro Spirit
Zap Giant Snowball
Spear Goblins
Bats Zap Giant Snowball Minions P.E.K.K.A
Bats
Spear Goblins Zap Giant Snowball Minions P.E.K.K.A
Zap
Electro Spirit Spear Goblins Bats Giant Snowball Minions P.E.K.K.A
Giant Snowball
Electro Spirit Spear Goblins Bats Zap Minions P.E.K.K.A
Minions
Spear Goblins Bats Zap Giant Snowball P.E.K.K.A
Clone
P.E.K.K.A
Spear Goblins Bats Zap Giant Snowball Minions

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 Zap Minions
P.E.K.K.A Bats Zap Minions
P.E.K.K.A Bats Giant Snowball Minions
P.E.K.K.A Bats Minions
P.E.K.K.A
Electro Spirit Spear Goblins Bats Zap Giant Snowball Minions
Bats Giant Snowball Minions Electro Spirit Spear Goblins Zap
Electro Spirit Zap P.E.K.K.A
P.E.K.K.A Minions
Spear Goblins Giant Snowball
Bats Minions Electro Spirit Spear Goblins Zap Giant Snowball
Minions Spear Goblins Bats Zap Giant Snowball
P.E.K.K.A Bats Zap Giant Snowball Minions
Electro Spirit Bats Zap Giant Snowball Minions P.E.K.K.A
P.E.K.K.A
Zap Giant Snowball P.E.K.K.A
Bats Minions P.E.K.K.A
Electro Spirit Spear Goblins Bats Zap Giant Snowball Minions
Zap Giant Snowball Electro Spirit Spear Goblins Bats Minions
P.E.K.K.A
Electro Spirit Spear Goblins Bats Giant Snowball Minions 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.

Spear Goblins Zap Giant Snowball P.E.K.K.A
Zap Giant Snowball
P.E.K.K.A Spear Goblins Bats Zap Minions
P.E.K.K.A Bats Zap
P.E.K.K.A
Electro Spirit Bats Zap Giant Snowball Minions
P.E.K.K.A Spear Goblins Bats Minions
P.E.K.K.A
Zap P.E.K.K.A Electro Spirit Spear Goblins Bats Giant Snowball Minions
P.E.K.K.A
P.E.K.K.A Bats Minions
P.E.K.K.A Zap Giant Snowball
P.E.K.K.A
Electro Spirit Spear Goblins Bats Zap Minions P.E.K.K.A
Bats Minions Electro Spirit Zap Giant Snowball P.E.K.K.A
Electro Spirit Zap Giant Snowball

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.)

Zap Giant Snowball
Zap Giant Snowball
Electro Spirit Spear Goblins Bats Zap Giant Snowball Minions
Zap Giant Snowball
Zap Giant Snowball
Bats Giant Snowball Minions
Zap
Zap Giant Snowball
Giant Snowball
Minions
Zap Giant Snowball
Spear Goblins Zap Giant Snowball
Giant Snowball
Bats Minions
Zap Giant Snowball
Zap Giant Snowball
Minions
Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Electro Spirit
Zap Giant Snowball
Zap Giant Snowball
Zap
Bats Zap Giant Snowball
Zap Electro Spirit Bats Giant Snowball Minions
Giant Snowball
Zap Giant Snowball
Zap Electro Spirit Giant Snowball
P.E.K.K.A
Giant Snowball
Zap Electro Spirit Spear Goblins Bats Minions
Zap Giant Snowball
Zap Giant Snowball
Zap Giant Snowball
P.E.K.K.A
Zap Electro Spirit Bats Giant Snowball Minions
Bats Zap Giant Snowball
Zap Giant Snowball
P.E.K.K.A

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