My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang Wizard Ram Rider

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 P.E.K.K.A Ram Rider Mega Knight Goblinstein

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel Ram Rider

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.

Goblin Gang Hog Rider Goblin Barrel Ram Rider Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Hog Rider P.E.K.K.A Ram Rider Mega Knight

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.

Hog Rider Goblin Barrel Ram Rider

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
Goblin Gang Hog Rider Goblin Barrel Ram Rider
Giant Snowball
Goblin Gang Hog Rider Goblin Barrel Ram Rider
Zap
Goblin Gang Goblin Barrel Ram Rider
Barbarian Barrel
Goblin Gang Wizard Goblin Barrel
The Log
Goblin Gang Hog Rider Goblin Barrel Ram Rider
Earthquake
Goblin Gang Hog Rider Goblin Barrel
Arrows
Goblin Gang Goblin Barrel
Royal Delivery
Goblin Gang Hog Rider Wizard Goblin Barrel P.E.K.K.A Ram Rider
Fireball
Goblin Gang Hog Rider Wizard Goblin Barrel Ram Rider
Poison
Goblin Gang Wizard
Lightning
Wizard Ram Rider Goblinstein
Rocket
Hog Rider Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

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.

P.E.K.K.A Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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.

Goblin Gang Wizard Goblin Barrel

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.

Goblin Gang Goblin Barrel Hog Rider Wizard Ram Rider Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

15 Goblin Gang Goblin Barrel Hog Rider Wizard

Attack Synergies 2 12

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.

Goblin Gang
Hog Rider Goblin Barrel P.E.K.K.A
Hog Rider
Goblin Gang Wizard Goblin Barrel Mega Knight
Wizard
Hog Rider P.E.K.K.A Ram Rider Mega Knight
Goblin Barrel
Goblin Gang Hog Rider P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A
Goblin Gang Wizard Goblin Barrel Ram Rider
Ram Rider
Wizard Goblin Barrel P.E.K.K.A Mega Knight
Mega Knight
Hog Rider Wizard Goblin Barrel Ram Rider
Goblinstein

Defense Synergies 0 3

Goblin Gang
P.E.K.K.A
Hog Rider
Wizard
P.E.K.K.A Mega Knight
Goblin Barrel
P.E.K.K.A
Goblin Gang Wizard
Ram Rider
Mega Knight
Wizard
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 Ram Rider
P.E.K.K.A Goblin Gang Ram Rider Mega Knight
Goblin Gang P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A Goblin Gang Ram Rider Mega Knight
P.E.K.K.A Mega Knight
Goblin Gang Mega Knight
Ram Rider Goblin Gang Wizard
P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A Goblin Gang
Goblin Gang Mega Knight
Goblin Gang Wizard Ram Rider Mega Knight
Goblin Gang Wizard Ram Rider
P.E.K.K.A Mega Knight Goblin Gang Wizard Ram Rider
Wizard Mega Knight Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang Ram Rider Mega Knight
Goblin Gang P.E.K.K.A Ram Rider Mega Knight
Wizard Mega Knight Goblin Gang P.E.K.K.A
Mega Knight Goblin Gang Wizard Ram Rider
Wizard Ram Rider Mega Knight
P.E.K.K.A Ram Rider
Goblin Gang Wizard Mega Knight 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 Mega Knight P.E.K.K.A
Goblin Gang Wizard Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Ram Rider
Goblin Gang P.E.K.K.A Mega Knight Ram Rider
P.E.K.K.A Goblin Gang Ram Rider Mega Knight
Wizard Goblin Gang Ram Rider
Goblin Gang P.E.K.K.A Ram Rider
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Goblin Gang Wizard Ram Rider
Wizard Mega Knight
Goblin Gang P.E.K.K.A
Mega Knight Wizard P.E.K.K.A

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.)

Ram Rider
Wizard Mega Knight
Wizard Ram Rider
Wizard
Wizard Ram Rider
Wizard Ram Rider
Goblin Gang
Wizard Ram Rider
Wizard
Wizard
Wizard Mega Knight
Wizard Mega Knight
Wizard Mega Knight
Mega Knight
Wizard
Wizard Mega Knight
Wizard Ram Rider
Wizard Ram Rider Mega Knight
Wizard
Wizard
Wizard Mega Knight
P.E.K.K.A Mega Knight
Wizard
Goblin Gang
Wizard Ram Rider
Goblin Gang Wizard Mega Knight
Wizard
P.E.K.K.A Mega Knight
Goblin Gang
Mega Knight
P.E.K.K.A
Wizard Mega Knight

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