My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Archers Ice Golem Witch Goblin Giant

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.

Archers Royal Giant Ice Golem Witch Goblin Giant

Offensive cards

Win conditions

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

Royal Giant Hog Rider Goblin Giant

Damage spells

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

Fireball

Punishments

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

Royal Giant Mini P.E.K.K.A Hog Rider Goblin Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Giant Ice Golem Mini P.E.K.K.A Hog Rider Goblin Giant

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.

Mini P.E.K.K.A Hog Rider

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
Archers Royal Giant Hog Rider
Giant Snowball
Archers Hog Rider Witch
Zap
Archers Royal Giant Witch Goblin Giant
Barbarian Barrel
Archers Witch
The Log
Archers Royal Giant Mini P.E.K.K.A Hog Rider Witch
Earthquake
Archers Hog Rider Witch
Arrows
Archers Witch
Royal Delivery
Archers Mini P.E.K.K.A Hog Rider Witch
Fireball
Archers Hog Rider Witch
Poison
Archers Witch
Lightning
Ice Golem Mini P.E.K.K.A Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Fireball

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.

Ice Golem Mini P.E.K.K.A

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 Fireball

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 Golem Fireball 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.

Ice Golem Archers Fireball Mini P.E.K.K.A Hog Rider Witch Royal Giant Goblin Giant

Shortest cycle

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

13 Ice Golem Archers Fireball Mini P.E.K.K.A

Attack Synergies 5 13

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.

Archers
Ice Golem Royal Giant Mini P.E.K.K.A Hog Rider Goblin Giant
Royal Giant
Fireball Archers Ice Golem Hog Rider Witch
Ice Golem
Archers Hog Rider Royal Giant Mini P.E.K.K.A Witch
Fireball
Royal Giant Hog Rider Goblin Giant
Mini P.E.K.K.A
Archers Ice Golem Hog Rider Goblin Giant
Hog Rider
Ice Golem Fireball Archers Royal Giant Mini P.E.K.K.A Witch
Witch
Royal Giant Ice Golem Hog Rider Goblin Giant
Goblin Giant
Fireball Archers Mini P.E.K.K.A Witch

Defense Synergies 2 8

Archers
Ice Golem Mini P.E.K.K.A Witch Goblin Giant
Royal Giant
Ice Golem
Archers Fireball Mini P.E.K.K.A Witch
Fireball
Goblin Giant Ice Golem Mini P.E.K.K.A
Mini P.E.K.K.A
Archers Ice Golem Fireball Witch
Hog Rider
Witch
Archers Ice Golem Mini P.E.K.K.A
Goblin Giant
Fireball Archers

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.

Ice Golem Fireball Goblin Giant
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Witch Archers
Mini P.E.K.K.A Witch
Fireball Mini P.E.K.K.A
Fireball Archers
Archers Fireball Witch
Ice Golem Fireball Goblin Giant
Mini P.E.K.K.A Witch
Archers Ice Golem Mini P.E.K.K.A
Archers Witch Ice Golem Fireball Goblin Giant
Archers Fireball Witch
Mini P.E.K.K.A Fireball Witch
Fireball Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Witch
Fireball Archers Witch
Witch Archers Ice Golem Fireball
Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A Witch Goblin Giant

Counters to secondary win conditions

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

Mini P.E.K.K.A Archers Ice Golem Fireball Witch
Fireball Archers Ice Golem Mini P.E.K.K.A
Ice Golem Mini P.E.K.K.A Witch Goblin Giant
Mini P.E.K.K.A Ice Golem Fireball Goblin Giant
Mini P.E.K.K.A Witch Goblin Giant
Fireball Archers Ice Golem Witch Goblin Giant
Mini P.E.K.K.A Archers Ice Golem Fireball Witch Goblin Giant
Mini P.E.K.K.A Goblin Giant
Ice Golem Fireball Mini P.E.K.K.A Witch
Witch Goblin Giant
Mini P.E.K.K.A Witch
Fireball Goblin Giant
Mini P.E.K.K.A Ice Golem Fireball Witch Goblin Giant
Archers Fireball Witch
Witch Archers Ice Golem Fireball Mini P.E.K.K.A Goblin Giant
Archers Ice Golem Fireball Mini P.E.K.K.A Witch

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 Ice Golem
Fireball
Fireball Goblin Giant
Ice Golem Fireball
Fireball
Fireball Ice Golem Witch Goblin Giant
Archers Witch
Fireball Ice Golem
Fireball
Fireball Mini P.E.K.K.A
Fireball
Fireball Archers
Ice Golem Fireball
Fireball
Ice Golem Fireball
Fireball Witch
Fireball
Fireball
Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A
Fireball Witch
Fireball
Fireball
Fireball
Ice Golem Fireball Witch
Witch
Fireball Witch
Fireball Witch
Fireball
Archers Ice Golem Fireball Witch
Fireball Witch
Fireball Mini P.E.K.K.A
Fireball
Fireball
Fireball
Archers Fireball Witch
Fireball Archers Witch
Fireball
Fireball Mini P.E.K.K.A
Ice Golem Fireball
Fireball
Fireball Witch
Fireball Witch
Fireball Witch Goblin Giant

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