My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!
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 Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Tesla Wizard P.E.K.K.A Mega Knight

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.

Rage Freeze

Punishments

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

Goblin Gang Mega Knight

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.

Goblin Gang P.E.K.K.A Mega Knight

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 Skeleton Army
Giant Snowball
Goblin Gang Skeleton Army
Zap
Goblin Gang Skeleton Army
Barbarian Barrel
Goblin Gang Tesla Wizard Skeleton Army
The Log
Goblin Gang Skeleton Army
Earthquake
Goblin Gang Tesla Skeleton Army
Arrows
Goblin Gang Skeleton Army
Royal Delivery
Goblin Gang Wizard Skeleton Army P.E.K.K.A
Fireball
Goblin Gang Tesla Wizard Skeleton Army
Poison
Goblin Gang Wizard Skeleton Army
Lightning
Tesla Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze Mega Knight

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.

Rage Skeleton Army Freeze 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.

Skeleton Army

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Goblin Gang Skeleton Army Tesla Freeze Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

12 Rage Goblin Gang Skeleton Army Tesla

Attack Synergies 0 4

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
P.E.K.K.A
Tesla
Wizard
Rage P.E.K.K.A Mega Knight
Rage
Wizard
Skeleton Army
Freeze
P.E.K.K.A
Goblin Gang Wizard
Mega Knight
Wizard

Defense Synergies 1 10

Goblin Gang
Tesla Skeleton Army P.E.K.K.A
Tesla
Goblin Gang Wizard Skeleton Army
Wizard
Tesla Skeleton Army Freeze P.E.K.K.A Mega Knight
Rage
Skeleton Army
Goblin Gang Tesla Wizard Freeze
Freeze
Wizard Skeleton Army Mega Knight
P.E.K.K.A
Goblin Gang Wizard
Mega Knight
Wizard Freeze

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.

Tesla Wizard
Skeleton Army P.E.K.K.A Goblin Gang Tesla Mega Knight
Goblin Gang Tesla Skeleton Army P.E.K.K.A Mega Knight Freeze
Tesla Skeleton Army P.E.K.K.A Goblin Gang Mega Knight
Skeleton Army P.E.K.K.A Mega Knight
Goblin Gang Skeleton Army Freeze Tesla Mega Knight
Tesla Goblin Gang Wizard Freeze
Tesla P.E.K.K.A Mega Knight
Tesla P.E.K.K.A Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Tesla Mega Knight
Goblin Gang Skeleton Army Tesla Wizard Freeze Mega Knight
Tesla Goblin Gang Wizard
Tesla Skeleton Army P.E.K.K.A Mega Knight Goblin Gang Wizard Freeze
Wizard Skeleton Army Mega Knight Goblin Gang Tesla Freeze P.E.K.K.A
Skeleton Army P.E.K.K.A Goblin Gang Tesla Mega Knight
Skeleton Army Goblin Gang Tesla Freeze P.E.K.K.A Mega Knight
Tesla Wizard Mega Knight Goblin Gang Skeleton Army P.E.K.K.A
Tesla Mega Knight Goblin Gang Wizard Skeleton Army
Wizard Freeze Tesla Mega Knight
P.E.K.K.A Tesla
Goblin Gang Wizard Skeleton Army Mega Knight Tesla 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 Skeleton Army Mega Knight Tesla P.E.K.K.A
Goblin Gang Tesla Wizard Mega Knight
Goblin Gang Skeleton Army P.E.K.K.A Mega Knight
Goblin Gang Skeleton Army P.E.K.K.A Mega Knight Tesla
P.E.K.K.A Goblin Gang Tesla Skeleton Army Mega Knight
Wizard Goblin Gang Tesla Freeze
Goblin Gang Skeleton Army P.E.K.K.A Tesla
P.E.K.K.A Mega Knight Tesla Skeleton Army
Freeze P.E.K.K.A Mega Knight Skeleton Army
P.E.K.K.A Goblin Gang Tesla Skeleton Army
P.E.K.K.A Mega Knight Tesla
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Goblin Gang Tesla Wizard
Wizard Tesla Skeleton Army Mega Knight
Goblin Gang Tesla Skeleton Army Freeze P.E.K.K.A
Mega Knight Tesla Wizard Freeze 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.)

Freeze
Freeze
Wizard Mega Knight
Wizard Freeze
Wizard
Wizard Freeze
Wizard
Goblin Gang
Wizard
Wizard
Freeze
Wizard
Wizard Mega Knight
Freeze
Wizard Mega Knight
Wizard Mega Knight
Mega Knight
Wizard
Freeze Wizard Mega Knight
Wizard
Wizard Mega Knight
Wizard
Wizard Freeze
Wizard Mega Knight
Freeze
P.E.K.K.A Mega Knight
Wizard
Goblin Gang Skeleton Army Freeze
Wizard
Freeze
Goblin Gang Wizard Mega Knight
Wizard
P.E.K.K.A Mega Knight
Goblin Gang Freeze
Freeze Mega Knight

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