My Best Clash Royale Deck

Deck Check Rating

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

5 problems 2 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!
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 No anti-air splash!

You don't have a card, that attacks air and has splash 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 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 Knight Suspicious Bush P.E.K.K.A Goblinstein

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.

The Log

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

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.

Knight Goblin Gang Mini P.E.K.K.A 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.

Mini P.E.K.K.A

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
Giant Snowball
Skeletons Goblin Gang
Zap
Skeletons Goblin Gang
Barbarian Barrel
Skeletons Knight Goblin Gang
The Log
Skeletons Goblin Gang Suspicious Bush Mini P.E.K.K.A
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Goblin Gang Suspicious Bush
Royal Delivery
Skeletons Knight Goblin Gang Mini P.E.K.K.A P.E.K.K.A
Fireball
Goblin Gang Suspicious Bush
Poison
Goblin Gang Suspicious Bush
Lightning
Knight Mini P.E.K.K.A Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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.

Knight Suspicious Bush Mini P.E.K.K.A 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

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.

Skeletons Suspicious Bush The Log Knight Goblin Gang Mini P.E.K.K.A Goblinstein P.E.K.K.A

Shortest cycle

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

8 Skeletons Suspicious Bush The Log Knight

Attack Synergies 1 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.

Skeletons
Knight
Goblin Gang The Log
Goblin Gang
Knight Mini P.E.K.K.A P.E.K.K.A
Suspicious Bush
Mini P.E.K.K.A
Goblin Gang The Log
P.E.K.K.A
Goblin Gang The Log
The Log
Knight Mini P.E.K.K.A P.E.K.K.A
Goblinstein

Defense Synergies 3 9

Skeletons
Knight Mini P.E.K.K.A P.E.K.K.A The Log
Knight
Goblin Gang Skeletons Mini P.E.K.K.A The Log
Goblin Gang
Knight Mini P.E.K.K.A P.E.K.K.A The Log
Suspicious Bush
Mini P.E.K.K.A
The Log Skeletons Knight Goblin Gang
P.E.K.K.A
The Log Skeletons Goblin Gang
The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Knight Goblin Gang
Goblinstein

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 The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Knight Goblin Gang The Log
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Skeletons Knight
Mini P.E.K.K.A P.E.K.K.A Skeletons Knight Goblin Gang
Mini P.E.K.K.A P.E.K.K.A The Log
Goblin Gang The Log Skeletons
Goblin Gang
P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Goblin Gang
Knight Goblin Gang Skeletons Mini P.E.K.K.A
Goblin Gang Skeletons Knight The Log
Goblin Gang
Mini P.E.K.K.A P.E.K.K.A Skeletons Knight Goblin Gang The Log
Goblin Gang Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Knight Goblin Gang
Goblin Gang Mini P.E.K.K.A P.E.K.K.A The Log
Skeletons Knight Goblin Gang Mini P.E.K.K.A P.E.K.K.A
Knight Goblin Gang The Log
The Log Knight
Mini P.E.K.K.A P.E.K.K.A
Goblin Gang Knight Mini P.E.K.K.A P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Goblin Gang Mini P.E.K.K.A Skeletons P.E.K.K.A
Knight Goblin Gang Mini P.E.K.K.A The Log
Goblin Gang P.E.K.K.A Skeletons Knight Mini P.E.K.K.A The Log
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Knight The Log
P.E.K.K.A Skeletons Knight Goblin Gang Mini P.E.K.K.A
Skeletons Goblin Gang
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Skeletons Knight
Mini P.E.K.K.A P.E.K.K.A Knight
P.E.K.K.A Skeletons Knight Mini P.E.K.K.A The Log
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A Knight Mini P.E.K.K.A
P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Knight Goblin Gang
Goblin Gang Skeletons Knight Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A The Log

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 The Log
The Log
The Log
Knight The Log
The Log
The Log
The Log
The Log
Goblin Gang Mini P.E.K.K.A
Knight The Log
Knight The Log
The Log
The Log
The Log
Mini P.E.K.K.A
Mini P.E.K.K.A The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
Mini P.E.K.K.A
The Log
P.E.K.K.A
The Log
Goblin Gang
The Log
Knight Goblin Gang Mini P.E.K.K.A
The Log
P.E.K.K.A
Goblin Gang The Log
The Log
P.E.K.K.A

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