My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Spear Goblins Minions Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 P.E.K.K.A Electro Giant

Offensive cards

Win conditions

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

Electro Giant

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.

Electro Giant

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.

Spear Goblins Knight P.E.K.K.A Electro Giant

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 Minions Guards
Giant Snowball
Skeletons Spear Goblins Minions Guards
Zap
Skeletons Spear Goblins Minions Inferno Tower Guards
Barbarian Barrel
Skeletons Spear Goblins Knight Inferno Tower Guards
The Log
Skeletons Spear Goblins Guards
Earthquake
Skeletons Spear Goblins Inferno Tower Guards
Arrows
Skeletons Spear Goblins Minions Guards
Royal Delivery
Skeletons Spear Goblins Knight Minions Guards P.E.K.K.A
Fireball
Minions Inferno Tower
Poison
Spear Goblins Minions Inferno Tower Guards
Lightning
Knight Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant

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.

Spear Goblins Knight Inferno Tower Guards P.E.K.K.A Electro Giant

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.

Minions

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Spear Goblins Knight Minions Guards Inferno Tower P.E.K.K.A Electro Giant

Shortest cycle

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

9 Skeletons Spear Goblins Knight Minions

Attack Synergies 2 1

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
Spear Goblins
Knight
Knight
Spear Goblins Minions
Minions
Knight P.E.K.K.A
Inferno Tower
Guards
P.E.K.K.A
Minions
Electro Giant

Defense Synergies 4 11

Skeletons
Spear Goblins Knight Minions Inferno Tower P.E.K.K.A
Spear Goblins
Knight Skeletons Minions Inferno Tower Guards P.E.K.K.A
Knight
Spear Goblins Minions Inferno Tower Skeletons
Minions
Knight Skeletons Spear Goblins Inferno Tower P.E.K.K.A
Inferno Tower
Knight Guards Skeletons Spear Goblins Minions
Guards
Inferno Tower Spear Goblins
P.E.K.K.A
Skeletons Spear Goblins Minions
Electro Giant

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 Knight Minions Inferno Tower
Inferno Tower P.E.K.K.A Skeletons Knight Minions
Inferno Tower P.E.K.K.A Skeletons Knight Minions
Inferno Tower P.E.K.K.A Skeletons Knight Minions Guards
P.E.K.K.A
Skeletons Spear Goblins Minions Guards
Minions Inferno Tower Spear Goblins
Inferno Tower P.E.K.K.A Electro Giant
Inferno Tower P.E.K.K.A Skeletons Minions
Knight Guards Skeletons Spear Goblins Inferno Tower
Minions Guards Skeletons Spear Goblins Knight Electro Giant
Minions Inferno Tower Spear Goblins
Inferno Tower P.E.K.K.A Skeletons Knight Minions Guards
Minions Guards P.E.K.K.A
Inferno Tower P.E.K.K.A Knight
Inferno Tower P.E.K.K.A Electro Giant
Skeletons Knight Minions Inferno Tower P.E.K.K.A
Spear Goblins Knight Minions Guards
Spear Goblins Knight Minions Guards
P.E.K.K.A Inferno Tower
Spear Goblins Knight Minions Guards P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Knight Guards Skeletons Spear Goblins Inferno Tower P.E.K.K.A Electro Giant
Knight
Guards P.E.K.K.A Skeletons Spear Goblins Knight Minions Inferno Tower
Guards P.E.K.K.A Knight Inferno Tower
Inferno Tower P.E.K.K.A Skeletons Knight Guards
Electro Giant Skeletons Minions
Guards P.E.K.K.A Skeletons Spear Goblins Knight Minions Inferno Tower
Inferno Tower P.E.K.K.A Knight
P.E.K.K.A Skeletons Spear Goblins Knight Minions Inferno Tower
Inferno Tower P.E.K.K.A Skeletons Guards
P.E.K.K.A Knight Minions Inferno Tower Guards
P.E.K.K.A Guards Electro Giant
P.E.K.K.A Skeletons Knight Inferno Tower Guards
Electro Giant
Inferno Tower Guards Electro Giant Skeletons Spear Goblins Knight Minions P.E.K.K.A
Minions Inferno Tower P.E.K.K.A Electro Giant
Inferno Tower

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 Guards
Knight Guards
Electro Giant Spear Goblins Minions
Minions Guards
Knight
Knight
Minions
Spear Goblins
Minions
Electro Giant
Minions
Electro Giant
Electro Giant
Minions Guards Electro Giant
P.E.K.K.A
Spear Goblins Minions Guards
Knight
Electro Giant
P.E.K.K.A
Electro Giant Minions Guards
Electro Giant
P.E.K.K.A

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