My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Wizard Magic Archer

Defensive buildings

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

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Tombstone Wizard P.E.K.K.A Magic Archer

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 The Log

Punishments

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

Goblin Gang

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.

Goblin Gang P.E.K.K.A Magic Archer

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.

Magic Archer

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 Tombstone
Zap
Skeletons Goblin Gang Tombstone
Barbarian Barrel
Skeletons Goblin Gang Tombstone Wizard Magic Archer
The Log
Skeletons Goblin Gang Tombstone
Earthquake
Skeletons Goblin Gang Tombstone
Arrows
Skeletons Goblin Gang Tombstone
Royal Delivery
Skeletons Goblin Gang Wizard P.E.K.K.A Magic Archer
Fireball
Goblin Gang Tombstone Wizard Magic Archer
Poison
Goblin Gang Tombstone Wizard Magic Archer
Lightning
Tombstone Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log Magic Archer

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.

Tombstone 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 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.

Good

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 Goblin Gang Tombstone Magic Archer Wizard P.E.K.K.A

Shortest cycle

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

8 Skeletons Zap The Log Goblin Gang

Attack Synergies 2 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
Zap
P.E.K.K.A The Log Magic Archer
Goblin Gang
P.E.K.K.A
Tombstone
Wizard
P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Goblin Gang Wizard The Log
The Log
Zap P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Zap The Log

Defense Synergies 1 20

Skeletons
Zap Tombstone Wizard P.E.K.K.A The Log Magic Archer
Zap
Skeletons Goblin Gang Tombstone P.E.K.K.A The Log Magic Archer
Goblin Gang
Zap Tombstone P.E.K.K.A The Log Magic Archer
Tombstone
Skeletons Zap Goblin Gang Wizard Magic Archer
Wizard
Skeletons Tombstone P.E.K.K.A The Log
P.E.K.K.A
The Log Skeletons Zap Goblin Gang Wizard
The Log
P.E.K.K.A Skeletons Zap Goblin Gang Wizard Magic Archer
Magic Archer
Skeletons Zap Goblin Gang Tombstone 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 Tombstone Wizard The Log Magic Archer
P.E.K.K.A Skeletons Zap Goblin Gang Tombstone The Log
Goblin Gang P.E.K.K.A Skeletons Tombstone
P.E.K.K.A Skeletons Goblin Gang Tombstone
Tombstone P.E.K.K.A The Log
Goblin Gang The Log Skeletons Zap Magic Archer
Zap Goblin Gang Tombstone Wizard Magic Archer
Zap P.E.K.K.A The Log Magic Archer
P.E.K.K.A Skeletons Goblin Gang Tombstone
Goblin Gang Skeletons
Goblin Gang Skeletons Zap Tombstone Wizard The Log Magic Archer
Zap Goblin Gang Wizard Magic Archer
Tombstone P.E.K.K.A Skeletons Zap Goblin Gang Wizard The Log
Wizard Zap Goblin Gang Tombstone P.E.K.K.A The Log Magic Archer
P.E.K.K.A Goblin Gang Tombstone
Zap Goblin Gang P.E.K.K.A The Log
Wizard Skeletons Goblin Gang Tombstone P.E.K.K.A
Tombstone Zap Goblin Gang Wizard The Log Magic Archer
Zap Wizard The Log Tombstone Magic Archer
P.E.K.K.A
Goblin Gang Wizard 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 Skeletons Zap Tombstone P.E.K.K.A
Zap Goblin Gang Wizard The Log Magic Archer
Goblin Gang Tombstone P.E.K.K.A Skeletons Zap The Log
Goblin Gang P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons Goblin Gang Tombstone
Wizard Skeletons Zap Goblin Gang Magic Archer
Goblin Gang P.E.K.K.A Skeletons Tombstone
P.E.K.K.A
Zap P.E.K.K.A Skeletons Tombstone The Log Magic Archer
P.E.K.K.A Skeletons Goblin Gang Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons Goblin Gang Tombstone Wizard
Wizard Magic Archer
Goblin Gang Tombstone Skeletons Zap P.E.K.K.A The Log Magic Archer
Zap Wizard P.E.K.K.A The Log Magic Archer
Zap Tombstone

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.)

Magic Archer The Log
Zap The Log Magic Archer
The Log Magic Archer
The Log
Wizard Zap The Log Magic Archer
Wizard Zap Magic Archer
Wizard The Log Magic Archer
The Log Zap Wizard Magic Archer
The Log Zap Wizard
Goblin Gang
Zap Wizard The Log Magic Archer
Zap Wizard Magic Archer
The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap Wizard The Log Magic Archer
Magic Archer Wizard The Log
Zap Wizard The Log Magic Archer
Zap Wizard The Log Magic Archer
The Log Magic Archer
Wizard
The Log
Zap The Log
Zap The Log Wizard Magic Archer
The Log Zap Wizard Magic Archer
Zap Wizard The Log Magic Archer
Zap The Log Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Zap Wizard The Log Magic Archer
Zap Magic Archer
P.E.K.K.A
Wizard The Log Magic Archer
Zap Goblin Gang Tombstone Magic Archer
Zap Wizard Magic Archer
The Log
Goblin Gang Wizard Magic Archer
The Log Zap Wizard Magic Archer
Zap
P.E.K.K.A
Zap Goblin Gang The Log Magic Archer
Zap Magic Archer
Zap The Log Magic Archer
P.E.K.K.A
Wizard

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