My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins 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.

Skeletons Spear Goblins Knight Wizard P.E.K.K.A

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.

Zap 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.

Electro Spirit Spear Goblins Knight 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

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Wizard 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.

Electro Spirit Spear Goblins Knight Freeze 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.

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.

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 Spear Goblins Zap Knight Freeze Wizard P.E.K.K.A

Shortest cycle

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

6 Skeletons Electro Spirit Spear Goblins Zap

Attack Synergies 2 7

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
Zap P.E.K.K.A
Spear Goblins
Knight Zap
Zap
P.E.K.K.A Electro Spirit Spear Goblins Knight Freeze
Knight
Spear Goblins Zap Wizard
Wizard
Knight P.E.K.K.A
Freeze
Zap
P.E.K.K.A
Zap Electro Spirit Wizard

Defense Synergies 1 14

Skeletons
Electro Spirit Spear Goblins Zap Knight Wizard P.E.K.K.A
Electro Spirit
Skeletons Zap
Spear Goblins
Knight Skeletons Zap P.E.K.K.A
Zap
Skeletons Electro Spirit Spear Goblins Knight P.E.K.K.A
Knight
Spear Goblins Skeletons Zap Wizard
Wizard
Skeletons Knight Freeze P.E.K.K.A
Freeze
Wizard
P.E.K.K.A
Skeletons Spear Goblins Zap 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.

Spear Goblins Zap Knight Wizard
P.E.K.K.A Skeletons Zap Knight
P.E.K.K.A Skeletons Knight Freeze
P.E.K.K.A Skeletons Knight
P.E.K.K.A
Freeze Skeletons Electro Spirit Spear Goblins Zap
Electro Spirit Spear Goblins Zap Wizard Freeze
Electro Spirit Zap P.E.K.K.A
P.E.K.K.A Skeletons
Knight Skeletons Spear Goblins
Skeletons Electro Spirit Spear Goblins Zap Knight Wizard Freeze
Spear Goblins Zap Wizard
P.E.K.K.A Skeletons Zap Knight Wizard Freeze
Wizard Electro Spirit Zap Freeze P.E.K.K.A
P.E.K.K.A Knight
Zap Freeze P.E.K.K.A
Wizard Skeletons Knight P.E.K.K.A
Electro Spirit Spear Goblins Zap Knight Wizard
Zap Wizard Freeze Electro Spirit Spear Goblins Knight
P.E.K.K.A
Wizard Electro Spirit Spear Goblins Knight P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeletons Spear Goblins Zap P.E.K.K.A
Zap Knight Wizard
P.E.K.K.A Skeletons Spear Goblins Zap Knight
P.E.K.K.A Zap Knight
P.E.K.K.A Skeletons Knight
Wizard Skeletons Electro Spirit Zap Freeze
P.E.K.K.A Skeletons Spear Goblins Knight
P.E.K.K.A Knight
Zap Freeze P.E.K.K.A Skeletons Electro Spirit Spear Goblins Knight
P.E.K.K.A Skeletons
P.E.K.K.A Knight
P.E.K.K.A Zap
P.E.K.K.A Skeletons Knight Wizard
Wizard
Skeletons Electro Spirit Spear Goblins Zap Knight Freeze P.E.K.K.A
Electro Spirit Zap Wizard Freeze P.E.K.K.A
Electro Spirit Zap

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.)

Knight Freeze
Zap
Knight Freeze
Wizard Zap
Wizard Electro Spirit Spear Goblins Zap Freeze
Wizard
Zap Wizard Freeze
Zap Wizard
Zap Knight Wizard
Zap Wizard
Knight
Freeze
Zap
Spear Goblins Zap Wizard
Wizard
Freeze
Zap Wizard
Zap Wizard
Wizard
Zap
Zap Freeze Electro Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Zap Electro Spirit Wizard Freeze
Zap Wizard
Zap Electro Spirit Freeze
P.E.K.K.A
Wizard
Zap Electro Spirit Spear Goblins Freeze
Zap Wizard
Freeze
Knight Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Electro Spirit Freeze
Zap
Zap Freeze
P.E.K.K.A
Wizard

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