My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Giant Mother Witch

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.

Goblin Giant P.E.K.K.A Bandit Mother Witch Goblinstein

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Rage Lightning

Punishments

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

Goblin Giant Bandit

Pump responses

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

Lightning

Dropped at the bridge

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

Goblin Giant P.E.K.K.A Bandit

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.

Bandit

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
Bandit
Giant Snowball
Zap
Goblin Giant Bandit
Barbarian Barrel
Bandit
The Log
Bandit
Earthquake
Arrows
Royal Delivery
P.E.K.K.A Bandit Mother Witch
Fireball
Bandit Mother Witch
Poison
Mother Witch
Lightning
Bandit Mother Witch Goblinstein
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

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.

Rage P.E.K.K.A Mother 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Bandit Mother Witch Goblinstein Lightning Goblin Giant P.E.K.K.A

Shortest cycle

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

11 Zap Rage Bandit Mother Witch

Attack Synergies 2 8

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.

Zap
Goblin Giant P.E.K.K.A Bandit Mother Witch
Rage
Goblin Giant Mother Witch
Lightning
Goblin Giant
Goblin Giant
Zap Rage Lightning Bandit Mother Witch
P.E.K.K.A
Zap Mother Witch
Bandit
Zap Goblin Giant
Mother Witch
Zap Rage Goblin Giant P.E.K.K.A
Goblinstein

Defense Synergies 1 3

Zap
Goblin Giant P.E.K.K.A Bandit Mother Witch
Rage
Lightning
Goblin Giant
Zap
P.E.K.K.A
Zap
Bandit
Zap
Mother Witch
Zap
Goblinstein

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.

Lightning Zap Goblin Giant
P.E.K.K.A Zap Bandit
P.E.K.K.A Lightning Bandit
P.E.K.K.A Bandit
Lightning P.E.K.K.A
Zap Bandit Mother Witch
Lightning Zap
Lightning Zap Goblin Giant P.E.K.K.A Bandit
P.E.K.K.A
Bandit
Mother Witch Zap Goblin Giant Bandit
Zap
P.E.K.K.A Zap Lightning Bandit
Zap P.E.K.K.A
P.E.K.K.A Bandit
Zap Lightning P.E.K.K.A Bandit
P.E.K.K.A
Zap Bandit
Zap Bandit Mother Witch
P.E.K.K.A
Goblin Giant P.E.K.K.A Bandit Mother Witch

Counters to secondary win conditions

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

Zap P.E.K.K.A Bandit
Bandit Zap Lightning
P.E.K.K.A Bandit Zap Lightning Goblin Giant
Lightning P.E.K.K.A Zap Goblin Giant Bandit
P.E.K.K.A Goblin Giant Bandit
Mother Witch Zap Goblin Giant
P.E.K.K.A Lightning Goblin Giant Bandit
P.E.K.K.A Goblin Giant
Zap Lightning P.E.K.K.A Bandit
P.E.K.K.A Goblin Giant
P.E.K.K.A
Lightning P.E.K.K.A Zap Goblin Giant
Lightning P.E.K.K.A Goblin Giant Bandit
Zap Lightning Goblin Giant P.E.K.K.A
Zap P.E.K.K.A Mother Witch
Zap

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.)

Lightning Bandit
Zap Bandit
Lightning Goblin Giant Bandit
Lightning
Zap
Mother Witch Zap Goblin Giant
Zap Lightning
Zap Lightning Bandit
Lightning
Lightning Zap Bandit
Lightning Zap
Lightning Bandit
Lightning Bandit
Lightning Zap
Lightning Zap Bandit
Lightning Bandit
Lightning
Lightning
Lightning Zap Bandit
Lightning Zap Mother Witch
Lightning
Lightning
Lightning
Lightning Zap
Zap Mother Witch
Zap Lightning Bandit
Lightning Zap Bandit
Lightning Zap Bandit
Lightning Zap Mother Witch
Zap Lightning
Lightning
Lightning Zap Bandit
Zap Lightning
P.E.K.K.A
Lightning
Zap Lightning Bandit
Lightning Zap
Lightning
Zap Lightning
Lightning Zap
P.E.K.K.A
Zap Lightning
Zap Lightning
Lightning Zap Goblin Giant Bandit
P.E.K.K.A
Lightning

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