My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem

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.

Ice Golem Elixir Golem Giant P.E.K.K.A Electro Giant Golem Mega Knight Goblinstein

Offensive cards

Win conditions

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

Elixir Golem Giant Electro Giant Golem

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.

Elixir Golem Giant Electro Giant 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.

Ice Golem Elixir Golem Giant P.E.K.K.A Electro Giant Golem 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.

Golem

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
Elixir Golem Giant
Giant Snowball
Zap
Barbarian Barrel
Elixir Golem
The Log
Elixir Golem
Earthquake
Elixir Golem
Arrows
Royal Delivery
Elixir Golem P.E.K.K.A
Fireball
Elixir Golem
Poison
Elixir Golem
Lightning
Ice Golem Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Electro Giant 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.

Ice Golem Elixir Golem P.E.K.K.A Electro Giant Golem Mega Knight

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.

Ice Golem

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.

Ice Golem Elixir Golem Giant Goblinstein P.E.K.K.A Electro Giant Mega Knight Golem

Shortest cycle

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

15 Ice Golem Elixir Golem Giant Goblinstein

Attack Synergies 1 0

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.

Ice Golem
Elixir Golem
Giant
P.E.K.K.A
Goblinstein
Electro Giant
Golem
Mega Knight
Goblinstein
P.E.K.K.A

Defense Synergies 1 1

Ice Golem
Mega Knight
Elixir Golem
Giant
P.E.K.K.A
Goblinstein
Electro Giant
Golem
Mega Knight
Ice Golem
Goblinstein
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.

Ice Golem
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Mega Knight
Ice Golem P.E.K.K.A Electro Giant Mega Knight
P.E.K.K.A
Ice Golem Mega Knight
Ice Golem Electro Giant Mega Knight
P.E.K.K.A Mega Knight
Mega Knight P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Giant Mega Knight Goblinstein
Mega Knight P.E.K.K.A
Mega Knight
Ice Golem Mega Knight
P.E.K.K.A
Mega Knight P.E.K.K.A Electro Giant
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Ice Golem P.E.K.K.A Electro Giant
Ice Golem Mega Knight
P.E.K.K.A Mega Knight Ice Golem
P.E.K.K.A Mega Knight Ice Golem
P.E.K.K.A Mega Knight
Electro Giant Goblinstein Ice Golem
P.E.K.K.A Ice Golem
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Goblinstein Ice Golem
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Electro Giant
P.E.K.K.A Mega Knight Ice Golem
Electro Giant Mega Knight
Electro Giant Ice Golem P.E.K.K.A Goblinstein
Mega Knight Ice Golem P.E.K.K.A Electro Giant

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.)

Ice Golem
Ice Golem
Mega Knight Goblinstein
Electro Giant Goblinstein Ice Golem
Ice Golem
Ice Golem
Ice Golem
Mega Knight
Mega Knight
Electro Giant Mega Knight
Mega Knight
Ice Golem Electro Giant Mega Knight Goblinstein
Mega Knight
Ice Golem Electro Giant
Electro Giant Goblinstein
Mega Knight
P.E.K.K.A Mega Knight
Goblinstein
Mega Knight
Ice Golem
Electro Giant
P.E.K.K.A Mega Knight
Electro Giant
Electro Giant Mega Knight
P.E.K.K.A
Mega Knight

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