My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Archers Goblin Gang Electro 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.

Spear Goblins Bats Archers P.E.K.K.A Electro Wizard

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.

Spear Goblins Goblin Gang 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 Wizard

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
Spear Goblins Bats Archers Goblin Gang
Giant Snowball
Spear Goblins Bats Archers Goblin Gang
Zap
Spear Goblins Bats Archers Goblin Gang
Barbarian Barrel
Spear Goblins Archers Goblin Gang Electro Wizard
The Log
Spear Goblins Archers Goblin Gang
Earthquake
Spear Goblins Archers Goblin Gang
Arrows
Spear Goblins Bats Archers Goblin Gang
Royal Delivery
Spear Goblins Bats Archers Goblin Gang P.E.K.K.A Electro Wizard
Fireball
Archers Goblin Gang Electro Wizard
Poison
Spear Goblins Bats Archers Goblin Gang Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Spear Goblins Bats 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 Electro 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.

Spear Goblins Bats Zap The Log Archers Goblin Gang Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Spear Goblins Bats Zap The Log

Attack Synergies 3 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.

Spear Goblins
Zap Goblin Gang
Bats
Zap P.E.K.K.A
Zap
P.E.K.K.A Electro Wizard Spear Goblins Bats Archers The Log
Archers
Zap P.E.K.K.A
Goblin Gang
Spear Goblins P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Bats Archers Goblin Gang The Log
The Log
Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 2 24

Spear Goblins
Bats Zap Archers Goblin Gang P.E.K.K.A The Log Electro Wizard
Bats
Spear Goblins Zap P.E.K.K.A The Log Electro Wizard
Zap
Electro Wizard Spear Goblins Bats Archers Goblin Gang P.E.K.K.A The Log
Archers
Spear Goblins Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
Goblin Gang
Spear Goblins Zap Archers P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Spear Goblins Bats Zap Archers Goblin Gang Electro Wizard
The Log
P.E.K.K.A Spear Goblins Bats Zap Archers Goblin Gang Electro Wizard
Electro Wizard
Zap Spear Goblins Bats Archers Goblin Gang P.E.K.K.A 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.

Spear Goblins Zap The Log Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang The Log Electro Wizard
Goblin Gang P.E.K.K.A Bats Archers Electro Wizard
P.E.K.K.A Bats Goblin Gang Electro Wizard
P.E.K.K.A The Log
Goblin Gang The Log Spear Goblins Bats Zap Archers Electro Wizard
Bats Electro Wizard Spear Goblins Zap Archers Goblin Gang
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Spear Goblins Archers Electro Wizard
Bats Archers Goblin Gang Electro Wizard Spear Goblins Zap The Log
Spear Goblins Bats Zap Archers Goblin Gang Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang The Log Electro Wizard
Bats Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
Bats Goblin Gang P.E.K.K.A Electro Wizard
Spear Goblins Bats Zap Archers Goblin Gang The Log Electro Wizard
Zap The Log Spear Goblins Bats Archers Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Spear Goblins Bats Archers P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Spear Goblins Zap Archers P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Goblin Gang The Log
Goblin Gang P.E.K.K.A Spear Goblins Bats Zap The Log Electro Wizard
Goblin Gang P.E.K.K.A Bats Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang
Bats Zap Archers Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Spear Goblins Bats Archers Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Spear Goblins Bats The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang
Archers
Goblin Gang Electro Wizard Spear Goblins Bats Zap Archers P.E.K.K.A The Log
Bats Zap Archers P.E.K.K.A The Log Electro Wizard
Zap Electro Wizard

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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Zap The Log
Spear Goblins Bats Zap
Archers The Log
The Log Zap
The Log Zap
Bats Goblin Gang Electro Wizard
Zap The Log Electro Wizard
Zap Archers
The Log
Zap The Log
Spear Goblins Zap The Log
The Log
Bats
Zap Archers The Log Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap The Log
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Bats Zap Archers Electro Wizard
Zap Electro Wizard Bats
Zap The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard Spear Goblins Bats Archers Goblin Gang
Zap Archers Electro Wizard
The Log
Goblin Gang Electro Wizard
The Log Zap
Zap
P.E.K.K.A
Zap Bats Goblin Gang The Log Electro Wizard
Bats Zap Electro Wizard
Zap The Log Electro Wizard
P.E.K.K.A

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