My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice 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.

Suspicious Bush Goblin Demolisher P.E.K.K.A Ice Wizard Goblinstein

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 Goblin Curse

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.

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.

Goblin Machine

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
Goblin Demolisher Goblin Curse
Giant Snowball
Goblin Curse
Zap
Goblin Curse
Barbarian Barrel
Goblin Curse Ice Wizard
The Log
Suspicious Bush Goblin Demolisher Goblin Curse
Earthquake
Arrows
Suspicious Bush Goblin Curse
Royal Delivery
Goblin Demolisher P.E.K.K.A Ice Wizard
Fireball
Suspicious Bush Ice Wizard
Poison
Suspicious Bush Goblin Curse Ice Wizard
Lightning
Ice Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Zap Goblin Demolisher Ice Wizard Goblin Machine

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.

Suspicious Bush Goblin Demolisher Goblin Curse P.E.K.K.A Ice Wizard Goblin Machine

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

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 Suspicious Bush Goblin Curse Ice Wizard Goblin Demolisher Goblin Machine Goblinstein P.E.K.K.A

Shortest cycle

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

9 Zap Suspicious Bush Goblin Curse Ice Wizard

Attack Synergies 3 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.

Zap
Goblin Curse P.E.K.K.A Goblin Demolisher Ice Wizard
Suspicious Bush
Goblin Demolisher
Goblin Demolisher
Zap Suspicious Bush Goblin Curse P.E.K.K.A Goblin Machine
Goblin Curse
Zap Goblin Machine Goblin Demolisher
P.E.K.K.A
Zap Goblin Demolisher Ice Wizard
Ice Wizard
Zap P.E.K.K.A
Goblin Machine
Goblin Curse Goblin Demolisher
Goblinstein

Defense Synergies 0 7

Zap
Goblin Demolisher P.E.K.K.A Ice Wizard
Suspicious Bush
Goblin Demolisher
Zap P.E.K.K.A Goblin Machine
Goblin Curse
Goblin Machine
P.E.K.K.A
Zap Goblin Demolisher Ice Wizard
Ice Wizard
Zap P.E.K.K.A
Goblin Machine
Goblin Demolisher Goblin Curse
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.

Zap Goblin Demolisher
P.E.K.K.A Zap Goblin Curse Ice Wizard
P.E.K.K.A Goblin Curse Ice Wizard
P.E.K.K.A Goblin Curse Ice Wizard
Goblin Demolisher P.E.K.K.A
Zap Goblin Demolisher Ice Wizard
Zap Goblin Curse Ice Wizard
Zap P.E.K.K.A
P.E.K.K.A Goblin Curse Ice Wizard
Ice Wizard
Goblin Curse Ice Wizard Zap Goblin Demolisher
Zap Goblin Curse Ice Wizard
P.E.K.K.A Zap Goblin Curse Ice Wizard
Zap Goblin Demolisher Goblin Curse P.E.K.K.A
P.E.K.K.A Goblin Curse
Zap Goblin Curse P.E.K.K.A
P.E.K.K.A
Zap Goblin Demolisher Ice Wizard
Zap Goblin Demolisher Goblin Curse Ice Wizard
P.E.K.K.A Goblin Curse
Goblin Demolisher Goblin Curse P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A
Zap
P.E.K.K.A Zap
P.E.K.K.A Zap
P.E.K.K.A Goblin Curse
Zap Goblin Demolisher Goblin Curse Ice Wizard
P.E.K.K.A Ice Wizard
P.E.K.K.A Goblin Curse
Zap P.E.K.K.A
P.E.K.K.A Goblin Curse
P.E.K.K.A
P.E.K.K.A Zap
P.E.K.K.A Goblin Curse
Goblin Demolisher Goblin Curse
Zap P.E.K.K.A
Zap Goblin Curse P.E.K.K.A Ice Wizard
Zap Ice 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.)

Zap Goblin Curse Ice Wizard
Zap Goblin Demolisher Goblin Curse
Zap Goblin Curse Ice Wizard Goblin Machine
Goblin Demolisher
Zap Goblin Demolisher Goblin Curse Ice Wizard
Zap
Zap Goblin Machine
Zap Goblin Curse
Zap
Zap Goblin Demolisher
Goblin Demolisher
Zap Goblin Demolisher Goblin Machine
Zap Goblin Demolisher Goblin Curse Goblin Machine
Zap
Zap Goblin Demolisher Goblin Curse Ice Wizard Goblin Machine
Zap Ice Wizard
Zap
Zap Goblin Curse
Zap Goblin Curse Ice Wizard
Zap
Zap
Zap
P.E.K.K.A
Goblin Curse
Zap
Zap Goblin Curse Ice Wizard
Zap
Zap
P.E.K.K.A
Zap
Zap
Zap
P.E.K.K.A

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