My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang P.E.K.K.A 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.

Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows The Log Mega Knight

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.

Arrows P.E.K.K.A Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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 Goblin Barrel

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 Zap The Log Arrows Goblin Gang Goblin Barrel P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Zap The Log Arrows

Attack Synergies 4 9

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
Zap
Arrows P.E.K.K.A The Log Mega Knight
Arrows
Zap P.E.K.K.A Goblin Barrel Mega Knight
Goblin Gang
Goblin Barrel P.E.K.K.A
Goblin Barrel
Goblin Gang Arrows P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Arrows Goblin Gang Goblin Barrel The Log
The Log
Zap P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Goblin Barrel The Log

Defense Synergies 3 11

Skeletons
Zap P.E.K.K.A The Log
Zap
Mega Knight Skeletons Arrows Goblin Gang P.E.K.K.A The Log
Arrows
Mega Knight Zap P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A The Log
Goblin Barrel
P.E.K.K.A
The Log Skeletons Zap Arrows Goblin Gang
The Log
P.E.K.K.A Skeletons Zap Goblin Gang Mega Knight
Mega Knight
Zap Arrows The Log

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.

Zap The Log
P.E.K.K.A Skeletons Zap Goblin Gang The Log Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Skeletons
P.E.K.K.A Skeletons Goblin Gang Mega Knight
Arrows P.E.K.K.A The Log Mega Knight
Arrows Goblin Gang The Log Skeletons Zap Mega Knight
Zap Arrows Goblin Gang
Zap Arrows P.E.K.K.A The Log Mega Knight
P.E.K.K.A Skeletons Goblin Gang
Goblin Gang Skeletons Mega Knight
Goblin Gang Skeletons Zap Arrows The Log Mega Knight
Arrows Zap Goblin Gang
P.E.K.K.A Mega Knight Skeletons Zap Goblin Gang The Log
Mega Knight Zap Arrows Goblin Gang P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Mega Knight
Zap Goblin Gang P.E.K.K.A The Log Mega Knight
Mega Knight Skeletons Arrows Goblin Gang P.E.K.K.A
Arrows Mega Knight Zap Goblin Gang The Log
Zap Arrows The Log Mega Knight
P.E.K.K.A
Goblin Gang Mega Knight Arrows 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.

Goblin Gang Mega Knight Skeletons Zap P.E.K.K.A
Zap Arrows Goblin Gang The Log Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Skeletons Zap The Log
Goblin Gang P.E.K.K.A Mega Knight Zap The Log
P.E.K.K.A Skeletons Goblin Gang Mega Knight
Arrows Skeletons Zap Goblin Gang
Goblin Gang P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Skeletons The Log
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows The Log
P.E.K.K.A Mega Knight Skeletons Goblin Gang
Mega Knight
Goblin Gang Skeletons Zap P.E.K.K.A The Log
Arrows Mega Knight Zap P.E.K.K.A The Log
Zap Arrows

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.)

Arrows The Log
Arrows Zap The Log
Arrows The Log
Arrows The Log
Zap Arrows The Log Mega Knight
Arrows Zap
Arrows The Log
Arrows The Log Zap
Arrows The Log Zap
Goblin Gang
Zap Arrows The Log
Zap Arrows
The Log
Arrows
Zap Arrows The Log
Zap Arrows The Log
Arrows The Log Mega Knight
Arrows
Zap Arrows The Log Mega Knight
Zap Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Zap Arrows The Log
Zap Arrows The Log Mega Knight
Arrows The Log Zap
Zap Arrows The Log Mega Knight
Zap Arrows The Log
Zap Arrows
Zap
Zap Arrows The Log Mega Knight
Zap Arrows
P.E.K.K.A Mega Knight
Arrows The Log
Zap Goblin Gang
Zap Arrows
Arrows The Log
Goblin Gang Mega Knight
Arrows The Log Zap
Zap Arrows
P.E.K.K.A Mega Knight
Zap Goblin Gang The Log
Zap
Zap The Log Mega Knight
P.E.K.K.A
Mega Knight

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