My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Mega Minion Electro Wizard

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.

Knight Mega Minion P.E.K.K.A Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Freeze

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.

Goblins Knight P.E.K.K.A Golem

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.

Golem Electro Wizard

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
Giant Snowball
Goblins Mega Minion
Zap
Goblins
Barbarian Barrel
Goblins Knight Electro Wizard
The Log
Goblins
Earthquake
Arrows
Goblins
Royal Delivery
Goblins Knight Mega Minion P.E.K.K.A Electro Wizard
Fireball
Mega Minion Electro Wizard
Poison
Mega Minion Electro Wizard
Lightning
Knight Mega Minion Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze

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.

Arrows Knight Mega Minion Freeze P.E.K.K.A Golem

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.

Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Arrows Knight Mega Minion Freeze Electro Wizard P.E.K.K.A Golem

Shortest cycle

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

11 Goblins Arrows Knight Mega Minion

Attack Synergies 5 5

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.

Goblins
Arrows
P.E.K.K.A Golem Knight Mega Minion Freeze
Knight
Mega Minion Arrows Electro Wizard
Mega Minion
Knight Golem Arrows
Freeze
Arrows
P.E.K.K.A
Arrows Electro Wizard
Golem
Arrows Mega Minion Electro Wizard
Electro Wizard
P.E.K.K.A Knight Golem

Defense Synergies 2 11

Goblins
Knight Mega Minion Freeze Electro Wizard
Arrows
Knight Mega Minion P.E.K.K.A
Knight
Mega Minion Electro Wizard Goblins Arrows
Mega Minion
Knight Goblins Arrows Freeze Electro Wizard
Freeze
Goblins Mega Minion Electro Wizard
P.E.K.K.A
Arrows Electro Wizard
Golem
Electro Wizard
Knight Goblins Mega Minion Freeze P.E.K.K.A

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.

Knight Mega Minion Electro Wizard
P.E.K.K.A Goblins Knight Mega Minion Electro Wizard
P.E.K.K.A Goblins Knight Mega Minion Freeze Electro Wizard
P.E.K.K.A Goblins Knight Mega Minion Electro Wizard
Arrows P.E.K.K.A
Arrows Freeze Goblins Mega Minion Electro Wizard
Mega Minion Electro Wizard Arrows Freeze
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Goblins
Knight Goblins Electro Wizard
Goblins Electro Wizard Arrows Knight Mega Minion Freeze
Arrows Mega Minion Electro Wizard
P.E.K.K.A Knight Freeze Electro Wizard
Goblins Arrows Mega Minion Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Freeze P.E.K.K.A Electro Wizard
Goblins Arrows Knight P.E.K.K.A Electro Wizard
Arrows Goblins Knight Mega Minion Electro Wizard
Arrows Freeze Knight Mega Minion Electro Wizard
P.E.K.K.A Electro Wizard
Goblins Arrows Knight P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblins P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Mega Minion
P.E.K.K.A Goblins Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
Arrows Freeze Electro Wizard
P.E.K.K.A Goblins Knight Mega Minion Electro Wizard
P.E.K.K.A Knight
Freeze P.E.K.K.A Electro Wizard Goblins Knight Mega Minion
P.E.K.K.A Mega Minion
P.E.K.K.A Knight Mega Minion
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Knight
Electro Wizard Goblins Knight Mega Minion Freeze P.E.K.K.A
Arrows Mega Minion Freeze P.E.K.K.A Electro Wizard
Arrows 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.)

Arrows Knight Freeze
Arrows Electro Wizard
Arrows
Arrows Knight Freeze
Arrows
Arrows Mega Minion Freeze
Arrows
Arrows Freeze
Arrows
Goblins Electro Wizard
Arrows Knight Electro Wizard
Arrows
Knight
Arrows Freeze
Arrows
Arrows
Arrows
Arrows Freeze
Arrows Mega Minion Electro Wizard
Arrows
Arrows
Arrows
Arrows Freeze
Mega Minion
Arrows Electro Wizard
Arrows
Arrows
Arrows Electro Wizard
Electro Wizard Mega Minion Freeze
Mega Minion
Arrows
Arrows Freeze Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Freeze
Arrows Mega Minion Electro Wizard
Freeze
Arrows
Knight Mega Minion Electro Wizard
Arrows
Arrows
Mega Minion P.E.K.K.A
Freeze Electro Wizard
Electro Wizard
Freeze Electro Wizard
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: