My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins 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 Bomber P.E.K.K.A Electro Wizard 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 Fireball

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Fireball 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.

Spear Goblins 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.

Fireball 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.

Fireball Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bomber Zap Goblin Barrel Fireball Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

9 Spear Goblins Bomber Zap Goblin Barrel

Attack Synergies 5 11

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
Goblin Barrel Zap Mega Knight
Bomber
Zap P.E.K.K.A Mega Knight
Zap
Fireball P.E.K.K.A Electro Wizard Spear Goblins Bomber Mega Knight
Fireball
Zap Electro Wizard Mega Knight
Goblin Barrel
Spear Goblins P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Electro Wizard Bomber Goblin Barrel
Electro Wizard
Zap P.E.K.K.A Fireball Mega Knight
Mega Knight
Spear Goblins Bomber Zap Fireball Goblin Barrel Electro Wizard

Defense Synergies 3 12

Spear Goblins
Zap P.E.K.K.A Electro Wizard Mega Knight
Bomber
Zap P.E.K.K.A Electro Wizard
Zap
Fireball Electro Wizard Mega Knight Spear Goblins Bomber P.E.K.K.A
Fireball
Zap Electro Wizard Mega Knight
Goblin Barrel
P.E.K.K.A
Spear Goblins Bomber Zap Electro Wizard
Electro Wizard
Zap Spear Goblins Bomber Fireball P.E.K.K.A Mega Knight
Mega Knight
Zap Spear Goblins Fireball Electro Wizard

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 Bomber Zap Fireball Electro Wizard
P.E.K.K.A Zap Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bomber Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Bomber Fireball P.E.K.K.A Mega Knight
Fireball Spear Goblins Bomber Zap Electro Wizard Mega Knight
Electro Wizard Spear Goblins Zap Fireball
Zap Fireball P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Spear Goblins Bomber Electro Wizard Mega Knight
Electro Wizard Spear Goblins Bomber Zap Fireball Mega Knight
Spear Goblins Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight Bomber Zap Fireball Electro Wizard
Bomber Fireball Mega Knight Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap Fireball P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Bomber Fireball P.E.K.K.A Electro Wizard
Fireball Mega Knight Spear Goblins Bomber Zap Electro Wizard
Zap Spear Goblins Bomber Fireball Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Bomber Mega Knight Spear Goblins Fireball P.E.K.K.A 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.

Mega Knight Spear Goblins Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Bomber Zap Mega Knight
P.E.K.K.A Mega Knight Spear Goblins Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight
Fireball Zap Electro Wizard
P.E.K.K.A Spear Goblins Fireball Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Spear Goblins Fireball
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball
Bomber Fireball Mega Knight
Electro Wizard Spear Goblins Bomber Zap Fireball P.E.K.K.A
Mega Knight Bomber Zap Fireball P.E.K.K.A Electro Wizard
Bomber Zap Fireball 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.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Bomber Fireball Zap Mega Knight
Fireball Spear Goblins Zap
Bomber
Fireball Zap
Fireball Zap
Fireball Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball
Spear Goblins Bomber Zap Fireball
Fireball Mega Knight
Fireball
Bomber
Bomber Zap Fireball Electro Wizard Mega Knight
Bomber Zap Fireball Mega Knight
Fireball Mega Knight
Fireball
Zap Fireball
Zap Bomber Fireball Mega Knight
Fireball Zap Electro Wizard
Fireball Zap Mega Knight
Fireball Zap
Zap Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Bomber Zap Fireball Mega Knight
Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight
Fireball
Zap Electro Wizard Spear Goblins Fireball
Fireball Zap Electro Wizard
Fireball
Fireball Electro Wizard Mega Knight
Bomber Zap Fireball
Zap Fireball
P.E.K.K.A Mega Knight
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard Mega Knight
P.E.K.K.A
Fireball Mega Knight

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