My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang

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.

Skeletons Ice Spirit Suspicious Bush Elixir Golem P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

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 Elixir Golem Hog Rider

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.

Electro Spirit Ice Spirit Goblin Gang Elixir Golem Hog Rider P.E.K.K.A

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.

Electro Spirit Hog Rider

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
Skeletons Goblin Gang Elixir Golem Hog Rider
Giant Snowball
Skeletons Goblin Gang Hog Rider
Zap
Skeletons Goblin Gang
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Goblin Gang Elixir Golem
The Log
Skeletons Electro Spirit Ice Spirit Goblin Gang Suspicious Bush Elixir Golem Hog Rider
Earthquake
Skeletons Goblin Gang Elixir Golem Hog Rider
Arrows
Skeletons Electro Spirit Ice Spirit Goblin Gang Suspicious Bush
Royal Delivery
Skeletons Electro Spirit Ice Spirit Goblin Gang Elixir Golem Hog Rider P.E.K.K.A
Fireball
Goblin Gang Suspicious Bush Elixir Golem Hog Rider
Poison
Goblin Gang Suspicious Bush Elixir Golem
Lightning
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit

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.

Electro Spirit Ice Spirit Suspicious Bush Elixir Golem 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.

Ice Spirit Goblin Gang

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit Suspicious Bush Goblin Gang Elixir Golem Hog Rider P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Ice Spirit Suspicious Bush

Attack Synergies 3 6

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.

Skeletons
Electro Spirit
Hog Rider P.E.K.K.A
Ice Spirit
Hog Rider P.E.K.K.A Elixir Golem
Goblin Gang
Hog Rider Elixir Golem P.E.K.K.A
Suspicious Bush
Elixir Golem
Ice Spirit Goblin Gang Hog Rider
Hog Rider
Ice Spirit Goblin Gang Electro Spirit Elixir Golem
P.E.K.K.A
Ice Spirit Electro Spirit Goblin Gang

Defense Synergies 1 5

Skeletons
Electro Spirit Ice Spirit P.E.K.K.A
Electro Spirit
Skeletons
Ice Spirit
Goblin Gang Skeletons P.E.K.K.A
Goblin Gang
Ice Spirit P.E.K.K.A
Suspicious Bush
Elixir Golem
Hog Rider
P.E.K.K.A
Skeletons Ice Spirit Goblin Gang

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.

P.E.K.K.A Skeletons Ice Spirit Goblin Gang
Goblin Gang P.E.K.K.A Skeletons
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A
Goblin Gang Skeletons Electro Spirit
Electro Spirit Ice Spirit Goblin Gang
Electro Spirit P.E.K.K.A
P.E.K.K.A Skeletons Goblin Gang
Goblin Gang Skeletons Ice Spirit
Goblin Gang Skeletons Electro Spirit
Goblin Gang
P.E.K.K.A Skeletons Ice Spirit Goblin Gang
Electro Spirit Ice Spirit Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang
Ice Spirit Goblin Gang P.E.K.K.A
Skeletons Goblin Gang P.E.K.K.A
Ice Spirit Electro Spirit Goblin Gang
Electro Spirit Ice Spirit
P.E.K.K.A
Goblin Gang Electro Spirit P.E.K.K.A
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 Skeletons P.E.K.K.A
Goblin Gang
Goblin Gang P.E.K.K.A Skeletons Ice Spirit
Goblin Gang P.E.K.K.A
P.E.K.K.A Skeletons Goblin Gang
Skeletons Electro Spirit Ice Spirit Goblin Gang
Goblin Gang P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Electro Spirit Ice Spirit
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Skeletons Goblin Gang
Goblin Gang Skeletons Electro Spirit Ice Spirit P.E.K.K.A
Electro Spirit P.E.K.K.A
Electro Spirit

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.)

Electro Spirit Ice Spirit
Ice Spirit
Goblin Gang
Electro Spirit Ice Spirit
Electro Spirit Ice Spirit
Electro Spirit Ice Spirit
P.E.K.K.A
Electro Spirit Ice Spirit Goblin Gang
Goblin Gang
P.E.K.K.A
Electro Spirit Ice Spirit Goblin Gang
P.E.K.K.A

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