My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang

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.

Battle Ram Electro Giant Golden Knight

Offensive cards

Win conditions

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

Battle Ram Electro Giant

Damage spells

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

Zap Tornado

Punishments

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

Goblin Gang Mini P.E.K.K.A Battle Ram Golden Knight

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.

Goblin Gang Barbarians Mini P.E.K.K.A Battle Ram Electro 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 Golden Knight

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 Gang Battle Ram
Giant Snowball
Goblin Gang Barbarians Battle Ram
Zap
Goblin Gang Battle Ram
Barbarian Barrel
Goblin Gang Barbarians Battle Ram
The Log
Goblin Gang Barbarians Mini P.E.K.K.A Battle Ram
Earthquake
Goblin Gang Barbarians
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Barbarians Mini P.E.K.K.A Battle Ram
Fireball
Goblin Gang Barbarians Battle Ram
Poison
Goblin Gang Barbarians
Lightning
Mini P.E.K.K.A Battle Ram
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Electro Giant

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 Battle Ram Tornado Electro 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.

Goblin Gang Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Tornado Mini P.E.K.K.A Battle Ram Golden Knight Barbarians Electro Giant

Shortest cycle

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

12 Zap Goblin Gang Tornado Mini P.E.K.K.A

Attack Synergies 4 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
Battle Ram Tornado Mini P.E.K.K.A
Goblin Gang
Mini P.E.K.K.A Battle Ram
Barbarians
Mini P.E.K.K.A
Zap Goblin Gang Tornado Electro Giant
Battle Ram
Zap Goblin Gang Tornado Golden Knight
Tornado
Zap Electro Giant Mini P.E.K.K.A Battle Ram
Electro Giant
Tornado Golden Knight Mini P.E.K.K.A
Golden Knight
Electro Giant Battle Ram

Defense Synergies 1 10

Zap
Mini P.E.K.K.A Goblin Gang Barbarians Tornado Golden Knight
Goblin Gang
Zap Barbarians Mini P.E.K.K.A
Barbarians
Zap Goblin Gang
Mini P.E.K.K.A
Zap Goblin Gang Tornado Electro Giant
Battle Ram
Tornado
Zap Mini P.E.K.K.A Electro Giant
Electro Giant
Mini P.E.K.K.A Tornado Golden Knight
Golden Knight
Zap Electro Giant

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 Golden Knight
Barbarians Mini P.E.K.K.A Zap Goblin Gang
Goblin Gang Barbarians Mini P.E.K.K.A Tornado
Barbarians Mini P.E.K.K.A Goblin Gang
Barbarians Mini P.E.K.K.A Tornado
Goblin Gang Tornado Zap
Tornado Zap Goblin Gang
Zap Barbarians Electro Giant Golden Knight
Barbarians Mini P.E.K.K.A Goblin Gang Tornado
Goblin Gang Tornado Barbarians Mini P.E.K.K.A
Goblin Gang Barbarians Zap Tornado Electro Giant
Zap Goblin Gang Tornado
Barbarians Mini P.E.K.K.A Zap Goblin Gang
Zap Goblin Gang Barbarians Mini P.E.K.K.A Tornado Golden Knight
Barbarians Mini P.E.K.K.A Goblin Gang
Barbarians Tornado Zap Goblin Gang Mini P.E.K.K.A Electro Giant
Barbarians Goblin Gang Mini P.E.K.K.A Tornado
Zap Goblin Gang Barbarians Tornado Golden Knight
Zap Tornado Barbarians
Barbarians Mini P.E.K.K.A Tornado
Goblin Gang Barbarians Mini P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Goblin Gang Barbarians Mini P.E.K.K.A Zap Electro Giant
Zap Goblin Gang Mini P.E.K.K.A
Goblin Gang Barbarians Zap Mini P.E.K.K.A Golden Knight
Goblin Gang Mini P.E.K.K.A Zap Barbarians Tornado
Barbarians Goblin Gang Mini P.E.K.K.A
Electro Giant Zap Goblin Gang Tornado
Goblin Gang Mini P.E.K.K.A Barbarians
Mini P.E.K.K.A Barbarians
Zap Barbarians Mini P.E.K.K.A Tornado
Goblin Gang Barbarians
Barbarians Mini P.E.K.K.A Golden Knight
Zap Barbarians Tornado Electro Giant
Barbarians Mini P.E.K.K.A Goblin Gang Golden Knight
Barbarians Electro Giant
Goblin Gang Barbarians Electro Giant Zap Mini P.E.K.K.A Tornado Golden Knight
Zap Barbarians Mini P.E.K.K.A Electro Giant Golden Knight

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.)

Golden Knight
Zap Tornado Golden Knight
Barbarians
Zap
Electro Giant Zap Tornado
Tornado
Zap Tornado
Zap Tornado Golden Knight
Goblin Gang Mini P.E.K.K.A Tornado
Zap Tornado Golden Knight
Zap Tornado
Golden Knight
Zap
Zap Golden Knight
Tornado
Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Zap Tornado Electro Giant Golden Knight
Tornado
Tornado
Zap Barbarians
Zap Tornado Electro Giant
Zap Tornado Golden Knight
Zap Tornado Golden Knight
Zap Tornado Golden Knight
Zap Tornado Electro Giant
Zap Electro Giant
Mini P.E.K.K.A
Zap
Zap
Zap Goblin Gang Barbarians
Zap Tornado
Goblin Gang Mini P.E.K.K.A
Zap
Zap Tornado Electro Giant
Zap Electro Giant Goblin Gang Tornado Golden Knight
Zap Tornado
Zap Tornado Electro Giant Golden Knight

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