My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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!
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 Baby Dragon Electro Wizard Magic Archer

Defensive buildings

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

Tombstone

Investments

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

Tombstone Battle Ram Baby Dragon P.E.K.K.A Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Battle Ram

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 Mini P.E.K.K.A Battle Ram

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 Mini P.E.K.K.A Battle Ram Baby Dragon P.E.K.K.A Magic Archer

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.

Mini P.E.K.K.A Electro Wizard Magic Archer

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 Battle Ram
Giant Snowball
Goblin Gang Tombstone Battle Ram Baby Dragon
Zap
Goblin Gang Tombstone Battle Ram
Barbarian Barrel
Goblin Gang Tombstone Battle Ram Electro Wizard Magic Archer
The Log
Goblin Gang Tombstone Mini P.E.K.K.A Battle Ram
Earthquake
Goblin Gang Tombstone
Arrows
Goblin Gang Tombstone
Royal Delivery
Goblin Gang Mini P.E.K.K.A Battle Ram Baby Dragon P.E.K.K.A Electro Wizard Magic Archer
Fireball
Goblin Gang Tombstone Battle Ram Baby Dragon Electro Wizard Magic Archer
Poison
Goblin Gang Tombstone Electro Wizard Magic Archer
Lightning
Tombstone Mini P.E.K.K.A Battle Ram Baby Dragon Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Magic Archer

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.

Tombstone Mini P.E.K.K.A Battle Ram Baby Dragon 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.

Goblin Gang Electro 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.

Goblin Gang Tombstone Mini P.E.K.K.A Battle Ram Baby Dragon Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

14 Goblin Gang Tombstone Mini P.E.K.K.A Battle Ram

Attack Synergies 3 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.

Goblin Gang
Mini P.E.K.K.A Battle Ram Baby Dragon P.E.K.K.A
Tombstone
Mini P.E.K.K.A
Goblin Gang Baby Dragon Electro Wizard Magic Archer
Battle Ram
Magic Archer Goblin Gang Baby Dragon P.E.K.K.A Electro Wizard
Baby Dragon
Goblin Gang Mini P.E.K.K.A Battle Ram P.E.K.K.A Electro Wizard
P.E.K.K.A
Electro Wizard Magic Archer Goblin Gang Battle Ram Baby Dragon
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Battle Ram Baby Dragon Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Mini P.E.K.K.A Electro Wizard

Defense Synergies 1 13

Goblin Gang
Tombstone Mini P.E.K.K.A P.E.K.K.A Electro Wizard Magic Archer
Tombstone
Goblin Gang Baby Dragon Electro Wizard Magic Archer
Mini P.E.K.K.A
Electro Wizard Goblin Gang Baby Dragon Magic Archer
Battle Ram
Baby Dragon
Tombstone Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Goblin Gang Baby Dragon Electro Wizard
Electro Wizard
Mini P.E.K.K.A Goblin Gang Tombstone P.E.K.K.A Magic Archer
Magic Archer
Goblin Gang Tombstone Mini P.E.K.K.A Electro Wizard

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.

Tombstone Baby Dragon Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Goblin Gang Tombstone Electro Wizard
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Tombstone Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Goblin Gang Tombstone Electro Wizard
Tombstone Mini P.E.K.K.A P.E.K.K.A
Goblin Gang Baby Dragon Electro Wizard Magic Archer
Electro Wizard Goblin Gang Tombstone Baby Dragon Magic Archer
Baby Dragon P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Goblin Gang Tombstone
Goblin Gang Mini P.E.K.K.A Electro Wizard
Goblin Gang Electro Wizard Tombstone Baby Dragon Magic Archer
Goblin Gang Baby Dragon Electro Wizard Magic Archer
Tombstone Mini P.E.K.K.A P.E.K.K.A Goblin Gang Electro Wizard
Goblin Gang Tombstone Mini P.E.K.K.A Baby Dragon P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Goblin Gang Tombstone Electro Wizard
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Goblin Gang Tombstone Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Tombstone Goblin Gang Baby Dragon Electro Wizard Magic Archer
Baby Dragon Tombstone Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Goblin Gang Mini P.E.K.K.A Baby Dragon P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mini P.E.K.K.A Tombstone P.E.K.K.A Electro Wizard
Electro Wizard Goblin Gang Mini P.E.K.K.A Baby Dragon Magic Archer
Goblin Gang Tombstone P.E.K.K.A Mini P.E.K.K.A Electro Wizard
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Tombstone Mini P.E.K.K.A
Goblin Gang Baby Dragon Electro Wizard Magic Archer
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Tombstone Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Electro Wizard Tombstone Mini P.E.K.K.A Baby Dragon Magic Archer
P.E.K.K.A Goblin Gang Tombstone
P.E.K.K.A Tombstone Mini P.E.K.K.A
P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Goblin Gang Tombstone
Baby Dragon Magic Archer
Goblin Gang Tombstone Electro Wizard Mini P.E.K.K.A Baby Dragon P.E.K.K.A Magic Archer
Mini P.E.K.K.A Baby Dragon P.E.K.K.A Electro Wizard Magic Archer
Tombstone Electro 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.)

Magic Archer Baby Dragon
Baby Dragon Electro Wizard Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Goblin Gang Mini P.E.K.K.A Electro Wizard
Electro Wizard Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Magic Archer Baby Dragon
Mini P.E.K.K.A
Mini P.E.K.K.A Baby Dragon Electro Wizard Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon
Baby Dragon Magic Archer
Baby Dragon Electro Wizard Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Electro Wizard Magic Archer
Electro Wizard
Mini P.E.K.K.A
Magic Archer
Electro Wizard Magic Archer
P.E.K.K.A
Magic Archer
Electro Wizard Goblin Gang Tombstone Magic Archer
Baby Dragon Electro Wizard Magic Archer
Goblin Gang Mini P.E.K.K.A Baby Dragon Electro Wizard Magic Archer
Baby Dragon Magic Archer
P.E.K.K.A
Goblin Gang Baby Dragon Electro Wizard Magic Archer
Electro Wizard Magic Archer
Baby Dragon Electro Wizard Magic Archer
P.E.K.K.A

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