My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Skeletons Royal Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Rocket

Punishments

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

Goblin Gang Royal Giant Mini P.E.K.K.A Wall Breakers

Pump responses

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

Rocket

Dropped at the bridge

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

Goblins Goblin Gang Royal Giant Mini P.E.K.K.A Wall Breakers

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 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
Skeletons Goblin Gang Royal Giant Wall Breakers
Giant Snowball
Skeletons Goblins Goblin Gang Wall Breakers
Zap
Skeletons Goblins Goblin Gang Royal Giant Wall Breakers
Barbarian Barrel
Skeletons Goblins Goblin Gang Wall Breakers Electro Wizard
The Log
Skeletons Goblins Goblin Gang Royal Giant Mini P.E.K.K.A Wall Breakers
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Goblins Goblin Gang Wall Breakers
Royal Delivery
Skeletons Goblins Goblin Gang Mini P.E.K.K.A Wall Breakers Electro Wizard
Fireball
Goblin Gang Wall Breakers Electro Wizard
Poison
Goblin Gang Electro Wizard
Lightning
Mini P.E.K.K.A Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket

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.

Mini P.E.K.K.A Rocket

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.

Goblins Goblin Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblins Wall Breakers Goblin Gang Mini P.E.K.K.A Electro Wizard Royal Giant Rocket

Shortest cycle

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

8 Skeletons Goblins Wall Breakers Goblin Gang

Attack Synergies 0 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.

Skeletons
Goblins
Royal Giant
Goblin Gang
Royal Giant Mini P.E.K.K.A
Royal Giant
Goblins Goblin Gang Rocket Electro Wizard
Mini P.E.K.K.A
Goblin Gang Electro Wizard
Rocket
Royal Giant
Wall Breakers
Electro Wizard
Electro Wizard
Royal Giant Mini P.E.K.K.A Wall Breakers

Defense Synergies 1 5

Skeletons
Mini P.E.K.K.A Electro Wizard
Goblins
Electro Wizard
Goblin Gang
Mini P.E.K.K.A Electro Wizard
Royal Giant
Mini P.E.K.K.A
Electro Wizard Skeletons Goblin Gang
Rocket
Wall Breakers
Electro Wizard
Mini P.E.K.K.A Skeletons Goblins Goblin Gang

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.

Rocket Electro Wizard
Mini P.E.K.K.A Skeletons Goblins Goblin Gang Electro Wizard
Goblin Gang Mini P.E.K.K.A Rocket Skeletons Goblins Electro Wizard
Mini P.E.K.K.A Skeletons Goblins Goblin Gang Electro Wizard
Mini P.E.K.K.A Rocket
Goblin Gang Skeletons Goblins Electro Wizard
Rocket Electro Wizard Goblin Gang
Rocket Electro Wizard
Mini P.E.K.K.A Skeletons Goblins Goblin Gang
Goblin Gang Skeletons Goblins Mini P.E.K.K.A Electro Wizard
Goblins Goblin Gang Electro Wizard Skeletons
Goblin Gang Electro Wizard
Mini P.E.K.K.A Skeletons Goblin Gang Rocket Electro Wizard
Rocket Goblins Goblin Gang Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Goblin Gang Electro Wizard
Rocket Goblin Gang Mini P.E.K.K.A Electro Wizard
Skeletons Goblins Goblin Gang Mini P.E.K.K.A Electro Wizard
Goblins Goblin Gang Electro Wizard
Electro Wizard
Mini P.E.K.K.A Electro Wizard
Goblin Gang Goblins Mini 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.

Goblin Gang Mini P.E.K.K.A Skeletons Goblins Electro Wizard
Electro Wizard Goblin Gang Mini P.E.K.K.A Rocket
Goblin Gang Skeletons Goblins Mini P.E.K.K.A Rocket Electro Wizard
Goblin Gang Mini P.E.K.K.A Rocket Electro Wizard
Skeletons Goblin Gang Mini P.E.K.K.A
Rocket Skeletons Goblin Gang Electro Wizard
Goblin Gang Mini P.E.K.K.A Rocket Skeletons Goblins Electro Wizard
Mini P.E.K.K.A
Rocket Electro Wizard Skeletons Goblins Mini P.E.K.K.A
Skeletons Goblin Gang
Mini P.E.K.K.A
Rocket Electro Wizard
Mini P.E.K.K.A Rocket Skeletons Goblin Gang
Goblin Gang Electro Wizard Skeletons Goblins Mini P.E.K.K.A Rocket
Mini P.E.K.K.A 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.)

Rocket
Electro Wizard
Rocket
Rocket
Rocket
Rocket
Rocket Goblins Goblin Gang Mini P.E.K.K.A Electro Wizard
Rocket Electro Wizard
Rocket
Rocket
Rocket
Rocket
Rocket
Rocket
Mini P.E.K.K.A Rocket
Rocket Mini P.E.K.K.A Electro Wizard
Rocket
Rocket
Rocket
Rocket
Rocket
Electro Wizard
Rocket
Electro Wizard
Rocket Electro Wizard
Mini P.E.K.K.A
Rocket
Rocket Electro Wizard
Rocket
Electro Wizard Goblin Gang Rocket
Rocket Electro Wizard
Goblin Gang Mini P.E.K.K.A Rocket Electro Wizard
Rocket
Goblin Gang Rocket Electro Wizard
Rocket Electro Wizard
Rocket Electro Wizard

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