My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Hunter Ice Wizard 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 Royal Giant Hunter P.E.K.K.A Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Earthquake Poison

Punishments

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

Royal Giant

Pump responses

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

Earthquake Poison

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Poison Hunter Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Poison Hunter Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Poison P.E.K.K.A Ice Wizard

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.

Royal Giant

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.

Ice Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Earthquake Ice Wizard Poison Hunter Electro Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

12 Spear Goblins Earthquake Ice Wizard Poison

Attack Synergies 6 7

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
Royal Giant Earthquake
Royal Giant
Earthquake Poison Hunter Ice Wizard Spear Goblins Electro Wizard
Earthquake
Royal Giant Spear Goblins Hunter P.E.K.K.A
Poison
Royal Giant P.E.K.K.A
Hunter
Royal Giant Earthquake P.E.K.K.A
P.E.K.K.A
Poison Electro Wizard Earthquake Hunter Ice Wizard
Ice Wizard
Royal Giant P.E.K.K.A
Electro Wizard
P.E.K.K.A Royal Giant

Defense Synergies 0 13

Spear Goblins
Earthquake Poison P.E.K.K.A Ice Wizard Electro Wizard
Royal Giant
Earthquake
Spear Goblins Ice Wizard
Poison
Spear Goblins Ice Wizard Electro Wizard
Hunter
P.E.K.K.A Ice Wizard Electro Wizard
P.E.K.K.A
Spear Goblins Hunter Ice Wizard Electro Wizard
Ice Wizard
Spear Goblins Earthquake Poison Hunter P.E.K.K.A
Electro Wizard
Spear Goblins Poison Hunter P.E.K.K.A

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.

Earthquake Spear Goblins Electro Wizard
Hunter P.E.K.K.A Ice Wizard Electro Wizard
Hunter P.E.K.K.A Ice Wizard Electro Wizard
Hunter P.E.K.K.A Ice Wizard Electro Wizard
Earthquake Poison P.E.K.K.A
Spear Goblins Earthquake Hunter Ice Wizard Electro Wizard
Hunter Electro Wizard Spear Goblins Poison Ice Wizard
Earthquake Poison P.E.K.K.A Electro Wizard
Hunter P.E.K.K.A Ice Wizard
Spear Goblins Hunter Ice Wizard Electro Wizard
Poison Ice Wizard Electro Wizard Spear Goblins Earthquake Hunter
Hunter Spear Goblins Poison Ice Wizard Electro Wizard
Hunter P.E.K.K.A Earthquake Ice Wizard Electro Wizard
Earthquake Poison Hunter P.E.K.K.A Electro Wizard
P.E.K.K.A Hunter Electro Wizard
Hunter P.E.K.K.A Electro Wizard
Poison Hunter P.E.K.K.A Electro Wizard
Spear Goblins Hunter Ice Wizard Electro Wizard
Earthquake Poison Hunter Spear Goblins Ice Wizard Electro Wizard
P.E.K.K.A Hunter Electro Wizard
Spear Goblins Earthquake Poison Hunter P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Spear Goblins P.E.K.K.A Electro Wizard
Poison Electro Wizard Hunter
P.E.K.K.A Spear Goblins Hunter Electro Wizard
Hunter P.E.K.K.A Electro Wizard
P.E.K.K.A Hunter
Poison Hunter Ice Wizard Electro Wizard
P.E.K.K.A Spear Goblins Hunter Ice Wizard Electro Wizard
P.E.K.K.A Hunter
P.E.K.K.A Electro Wizard Spear Goblins Poison
P.E.K.K.A
P.E.K.K.A Hunter
P.E.K.K.A Poison Electro Wizard
P.E.K.K.A Hunter
Electro Wizard Spear Goblins Poison Hunter P.E.K.K.A
Poison Earthquake Hunter P.E.K.K.A Ice Wizard 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.)

Earthquake Poison
Poison Ice Wizard Electro Wizard
Earthquake Poison
Earthquake Poison
Poison Earthquake
Poison Spear Goblins Hunter Ice Wizard
Earthquake Poison
Earthquake Poison Hunter Ice Wizard
Poison
Poison Electro Wizard
Poison Earthquake Electro Wizard
Poison
Earthquake Poison Hunter
Earthquake Poison
Earthquake Poison
Earthquake Spear Goblins Poison Hunter
Earthquake Poison
Earthquake Poison
Earthquake Poison Hunter Electro Wizard
Earthquake Poison
Earthquake Poison
Poison
Earthquake Poison
Earthquake Poison Hunter Ice Wizard
Poison Earthquake Hunter Ice Wizard Electro Wizard
Poison
Poison
Poison Hunter Ice Wizard Electro Wizard
Electro Wizard Poison
Poison Earthquake Hunter
Poison Electro Wizard
P.E.K.K.A
Earthquake Poison
Earthquake Electro Wizard Spear Goblins
Poison Hunter Ice Wizard Electro Wizard
Poison Hunter Electro Wizard
Earthquake Poison
Poison
P.E.K.K.A
Poison Electro Wizard
Poison Electro Wizard
Poison Electro Wizard

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