My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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!
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.

Archers Goblin Gang Wizard Inferno Dragon

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 Wizard P.E.K.K.A Bandit Inferno Dragon

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 Arrows

Punishments

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

Goblin Gang Bandit

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 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
Archers Goblin Gang Bandit Inferno Dragon
Giant Snowball
Archers Goblin Gang Inferno Dragon
Zap
Archers Goblin Gang Bandit Inferno Dragon
Barbarian Barrel
Archers Goblin Gang Wizard Bandit
The Log
Archers Goblin Gang Bandit
Earthquake
Archers Goblin Gang
Arrows
Archers Goblin Gang
Royal Delivery
Archers Goblin Gang Wizard P.E.K.K.A Bandit Inferno Dragon
Fireball
Archers Goblin Gang Wizard Bandit Inferno Dragon
Poison
Archers Goblin Gang Wizard
Lightning
Wizard Bandit Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard

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.

Arrows P.E.K.K.A Inferno Dragon

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Arrows Goblin Gang Bandit Inferno Dragon Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Archers Arrows Goblin Gang

Attack Synergies 3 11

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
Arrows P.E.K.K.A Archers Bandit
Archers
Zap Arrows P.E.K.K.A Bandit Inferno Dragon
Arrows
Zap P.E.K.K.A Archers Bandit
Goblin Gang
P.E.K.K.A Bandit
Wizard
P.E.K.K.A Bandit
P.E.K.K.A
Zap Arrows Archers Goblin Gang Wizard
Bandit
Zap Archers Arrows Goblin Gang Wizard
Inferno Dragon
Archers

Defense Synergies 0 16

Zap
Archers Arrows Goblin Gang P.E.K.K.A Bandit Inferno Dragon
Archers
Zap Goblin Gang P.E.K.K.A Bandit
Arrows
Zap P.E.K.K.A Bandit
Goblin Gang
Zap Archers P.E.K.K.A Bandit Inferno Dragon
Wizard
P.E.K.K.A Bandit
P.E.K.K.A
Zap Archers Arrows Goblin Gang Wizard
Bandit
Zap Archers Arrows Goblin Gang Wizard
Inferno Dragon
Zap 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.

Zap Wizard
P.E.K.K.A Inferno Dragon Zap Goblin Gang Bandit
Goblin Gang P.E.K.K.A Archers Bandit Inferno Dragon
P.E.K.K.A Inferno Dragon Goblin Gang Bandit
Arrows P.E.K.K.A
Arrows Goblin Gang Zap Archers Bandit
Inferno Dragon Zap Archers Arrows Goblin Gang Wizard
Zap Arrows P.E.K.K.A Bandit
P.E.K.K.A Inferno Dragon Goblin Gang
Goblin Gang Archers Bandit
Archers Goblin Gang Zap Arrows Wizard Bandit
Arrows Inferno Dragon Zap Archers Goblin Gang Wizard
P.E.K.K.A Zap Goblin Gang Wizard Bandit
Wizard Zap Arrows Goblin Gang P.E.K.K.A
P.E.K.K.A Inferno Dragon Goblin Gang Bandit
Zap Goblin Gang P.E.K.K.A Bandit Inferno Dragon
Wizard Arrows Goblin Gang P.E.K.K.A
Arrows Zap Archers Goblin Gang Wizard Bandit
Zap Arrows Wizard Archers Bandit Inferno Dragon
P.E.K.K.A Inferno Dragon
Goblin Gang Wizard Archers Arrows P.E.K.K.A Bandit

Counters to secondary win conditions

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

Goblin Gang Zap Archers P.E.K.K.A Bandit
Bandit Zap Archers Arrows Goblin Gang Wizard Inferno Dragon
Goblin Gang P.E.K.K.A Bandit Zap
Goblin Gang P.E.K.K.A Zap Bandit
P.E.K.K.A Goblin Gang Bandit Inferno Dragon
Arrows Wizard Zap Archers Goblin Gang
Goblin Gang P.E.K.K.A Archers Bandit
P.E.K.K.A Inferno Dragon
Zap P.E.K.K.A Bandit Inferno Dragon
P.E.K.K.A Goblin Gang Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Zap Arrows
P.E.K.K.A Goblin Gang Wizard Bandit
Wizard Archers
Goblin Gang Zap Archers P.E.K.K.A Inferno Dragon
Arrows Zap Archers Wizard P.E.K.K.A Inferno Dragon

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.)

Arrows Bandit
Arrows Zap Bandit
Arrows Bandit
Arrows
Wizard Zap Arrows
Arrows Wizard Zap
Archers Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard Bandit
Goblin Gang
Zap Arrows Wizard Bandit
Zap Archers Arrows Wizard
Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows
Zap Archers Arrows Wizard Bandit
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Inferno Dragon
Arrows Zap Wizard Bandit
Zap Arrows Wizard Bandit
Zap Arrows Bandit
Zap Archers Arrows Wizard
Zap Wizard
Zap Arrows Wizard Bandit
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Archers Goblin Gang Bandit
Zap Archers Arrows Wizard
Arrows
Goblin Gang Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Goblin Gang
Zap
Zap Bandit

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