My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of 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 Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bowler 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.

Mortar

Damage spells

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

Fireball Tornado

Punishments

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

Goblin Gang Mortar

Pump responses

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

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Tornado Bowler 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.

Tornado Bowler P.E.K.K.A Ice Wizard

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.

Fireball

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 Fireball 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.

Goblin Gang Tornado Ice Wizard Mortar Fireball Bowler Goblinstein P.E.K.K.A

Shortest cycle

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

13 Goblin Gang Tornado Ice Wizard Mortar

Attack Synergies 2 9

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
Mortar Bowler P.E.K.K.A
Mortar
Goblin Gang Fireball Tornado
Fireball
Tornado Mortar
Tornado
Fireball P.E.K.K.A Mortar Bowler Ice Wizard
Bowler
Goblin Gang Tornado Ice Wizard
P.E.K.K.A
Tornado Goblin Gang Ice Wizard
Ice Wizard
Tornado Bowler P.E.K.K.A
Goblinstein

Defense Synergies 4 9

Goblin Gang
Mortar P.E.K.K.A Ice Wizard
Mortar
Goblin Gang Fireball Tornado Ice Wizard
Fireball
Tornado Mortar Ice Wizard
Tornado
Fireball Bowler P.E.K.K.A Ice Wizard Mortar
Bowler
Tornado Ice Wizard
P.E.K.K.A
Tornado Goblin Gang Ice Wizard
Ice Wizard
Tornado Goblin Gang Mortar Fireball Bowler 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.

Bowler Mortar Fireball
P.E.K.K.A Goblin Gang Mortar Ice Wizard
Goblin Gang Mortar Tornado Bowler P.E.K.K.A Ice Wizard
P.E.K.K.A Goblin Gang Mortar Bowler Ice Wizard
Fireball Tornado Bowler P.E.K.K.A
Goblin Gang Fireball Tornado Bowler Ice Wizard
Tornado Goblin Gang Mortar Fireball Ice Wizard
Bowler Fireball P.E.K.K.A
P.E.K.K.A Goblin Gang Mortar Tornado Ice Wizard
Goblin Gang Tornado Bowler Ice Wizard
Goblin Gang Ice Wizard Fireball Tornado Bowler
Goblin Gang Fireball Tornado Ice Wizard
Mortar Bowler P.E.K.K.A Goblin Gang Fireball Ice Wizard
Fireball Bowler Goblin Gang Mortar Tornado P.E.K.K.A
P.E.K.K.A Goblin Gang Mortar
Tornado Goblin Gang Mortar Fireball Bowler P.E.K.K.A
Goblin Gang Mortar Fireball Tornado Bowler P.E.K.K.A
Mortar Fireball Goblin Gang Tornado Bowler Ice Wizard
Mortar Tornado Fireball Bowler Ice Wizard
P.E.K.K.A Mortar Tornado
Goblin Gang Bowler Fireball P.E.K.K.A
P.E.K.K.A Mortar

Counters to secondary win conditions

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

Goblin Gang Fireball Bowler P.E.K.K.A
Fireball Goblin Gang Mortar Bowler
Goblin Gang P.E.K.K.A Bowler
Goblin Gang Bowler P.E.K.K.A Fireball Tornado
P.E.K.K.A Goblin Gang Bowler
Fireball Goblin Gang Tornado Ice Wizard
Goblin Gang P.E.K.K.A Fireball Bowler Ice Wizard
P.E.K.K.A
P.E.K.K.A Mortar Fireball Tornado
P.E.K.K.A Goblin Gang
P.E.K.K.A Bowler
P.E.K.K.A Fireball Tornado Bowler
Bowler P.E.K.K.A Goblin Gang Fireball
Fireball Bowler
Goblin Gang Mortar Fireball Tornado Bowler P.E.K.K.A
Bowler Fireball P.E.K.K.A Ice Wizard
Mortar Fireball 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.)

Fireball Mortar
Mortar Fireball Tornado Bowler Ice Wizard
Fireball
Fireball
Fireball Mortar Bowler
Fireball Tornado Ice Wizard
Mortar Tornado Bowler
Fireball Tornado Bowler Ice Wizard
Fireball Mortar Tornado
Goblin Gang Fireball Tornado Bowler
Mortar Fireball Tornado Bowler
Fireball Tornado
Mortar Fireball Bowler
Mortar Fireball
Mortar Fireball
Mortar Fireball Bowler
Mortar Fireball Bowler
Mortar Fireball Tornado
Mortar Fireball Bowler
Mortar Fireball Tornado Bowler
Fireball Bowler
Fireball Tornado
Tornado Bowler
Mortar Fireball
Tornado Mortar Fireball Bowler Ice Wizard
Mortar Fireball Tornado Bowler Ice Wizard
Fireball Mortar Tornado Bowler
Fireball Mortar Tornado
Fireball Tornado Ice Wizard
Fireball
Fireball Bowler
Mortar Fireball
Fireball
P.E.K.K.A
Fireball Bowler
Goblin Gang Fireball
Fireball Tornado Ice Wizard
Fireball
Fireball Goblin Gang Bowler
Mortar Fireball Bowler
Fireball Tornado
P.E.K.K.A
Goblin Gang Fireball Tornado Bowler
Fireball Tornado
Mortar Fireball Tornado Bowler
P.E.K.K.A
Fireball Mortar Bowler

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