My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Archers Witch

Defensive buildings

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

Goblin Cage

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 Archers Knight Goblin Cage Witch P.E.K.K.A

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.

The Log

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.

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

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 Archers
Giant Snowball
Goblins Spear Goblins Archers Witch
Zap
Goblins Spear Goblins Archers Witch
Barbarian Barrel
Goblins Spear Goblins Archers Knight Goblin Cage Witch
The Log
Goblins Spear Goblins Archers Goblin Cage Witch
Earthquake
Spear Goblins Archers Goblin Cage Witch
Arrows
Goblins Spear Goblins Archers Witch
Royal Delivery
Goblins Spear Goblins Archers Knight Goblin Cage Witch P.E.K.K.A
Fireball
Archers Goblin Cage Witch
Poison
Spear Goblins Archers Goblin Cage Witch
Lightning
Knight Goblin Cage Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

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 Knight 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.

Goblins Witch

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.

Goblins Spear Goblins The Log Archers Knight Goblin Cage Witch P.E.K.K.A

Shortest cycle

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

9 Goblins Spear Goblins The Log Archers

Attack Synergies 2 10

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.

Goblins
Archers
Spear Goblins
Knight Goblin Cage
Archers
Knight Goblins Goblin Cage P.E.K.K.A
Knight
Spear Goblins Archers Witch The Log
Goblin Cage
Spear Goblins Archers Witch The Log
Witch
Knight Goblin Cage P.E.K.K.A
P.E.K.K.A
Archers Witch The Log
The Log
Knight Goblin Cage P.E.K.K.A

Defense Synergies 3 18

Goblins
Archers Knight Goblin Cage The Log
Spear Goblins
Knight Archers Goblin Cage P.E.K.K.A The Log
Archers
Knight Goblins Spear Goblins Goblin Cage Witch P.E.K.K.A The Log
Knight
Spear Goblins Archers Goblins Goblin Cage Witch The Log
Goblin Cage
Goblins Spear Goblins Archers Knight Witch The Log
Witch
Archers Knight Goblin Cage The Log
P.E.K.K.A
The Log Spear Goblins Archers
The Log
P.E.K.K.A Goblins Spear Goblins Archers Knight Goblin Cage Witch

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 Goblin Cage The Log
P.E.K.K.A Goblins Knight Goblin Cage Witch The Log
Goblin Cage Witch P.E.K.K.A Goblins Archers Knight
Goblin Cage Witch P.E.K.K.A Goblins Knight
Goblin Cage P.E.K.K.A The Log
The Log Goblins Spear Goblins Archers
Spear Goblins Archers Goblin Cage Witch
Goblin Cage P.E.K.K.A The Log
Witch P.E.K.K.A Goblins Goblin Cage
Knight Goblins Spear Goblins Archers
Goblins Archers Witch Spear Goblins Knight The Log
Spear Goblins Archers Witch
Goblin Cage P.E.K.K.A Knight Witch The Log
Goblins Goblin Cage Witch P.E.K.K.A The Log
P.E.K.K.A Knight Goblin Cage
Goblin Cage P.E.K.K.A The Log
Goblins Knight Goblin Cage Witch P.E.K.K.A
Goblin Cage Goblins Spear Goblins Archers Knight Witch The Log
Goblin Cage Witch The Log Spear Goblins Archers Knight
P.E.K.K.A Goblin Cage
Goblins Spear Goblins Archers Knight Witch P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblins Spear Goblins Archers Goblin Cage Witch P.E.K.K.A
Archers Knight The Log
P.E.K.K.A Goblins Spear Goblins Knight Goblin Cage Witch The Log
P.E.K.K.A Knight Goblin Cage The Log
P.E.K.K.A Knight Goblin Cage Witch
Archers Witch
P.E.K.K.A Goblins Spear Goblins Archers Knight Goblin Cage Witch
P.E.K.K.A Knight Goblin Cage
Goblin Cage P.E.K.K.A Goblins Spear Goblins Knight Witch The Log
Witch P.E.K.K.A Goblin Cage
P.E.K.K.A Knight Goblin Cage Witch
P.E.K.K.A Goblin Cage The Log
P.E.K.K.A Knight Goblin Cage Witch
Archers Goblin Cage Witch
Witch Goblins Spear Goblins Archers Knight Goblin Cage P.E.K.K.A The Log
Archers Goblin Cage Witch P.E.K.K.A The Log
Goblin Cage

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 The Log
The Log
The Log
Knight The Log
The Log
Spear Goblins Witch
Archers Witch The Log
The Log
The Log
Goblins
Knight The Log
Archers
Knight The Log
The Log
Spear Goblins Witch The Log
The Log
Archers The Log
Witch The Log
The Log
The Log
The Log
The Log Witch
Witch
The Log Witch
Witch The Log
The Log
Archers Witch
Witch
The Log
P.E.K.K.A
The Log
Spear Goblins Archers Witch
Archers Witch
The Log
Knight
The Log
P.E.K.K.A
Witch The Log
Witch
Witch The Log
P.E.K.K.A

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