My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Archers Wizard P.E.K.K.A

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.

Mini P.E.K.K.A

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.

Goblins Mini P.E.K.K.A 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.

Mini P.E.K.K.A

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
Giant Snowball
Goblins Archers
Zap
Goblins Archers
Barbarian Barrel
Goblins Archers Wizard
The Log
Goblins Archers Mini P.E.K.K.A
Earthquake
Archers
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Mini P.E.K.K.A Wizard P.E.K.K.A
Fireball
Archers Wizard
Poison
Archers Wizard
Lightning
Mini P.E.K.K.A Wizard
Rocket
Wizard

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 Mini P.E.K.K.A P.E.K.K.A

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 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.

Mirror Goblins Zap Archers Arrows Mini P.E.K.K.A Wizard P.E.K.K.A

Shortest cycle

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

7 Mirror Goblins Zap Archers

Attack Synergies 5 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.

Goblins
Zap Archers
Zap
Arrows Mirror P.E.K.K.A Goblins Archers Mini P.E.K.K.A
Archers
Goblins Zap Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows
Zap Mirror P.E.K.K.A Archers Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Archers Arrows Wizard Mirror
Wizard
Mini P.E.K.K.A P.E.K.K.A
Mirror
Zap Arrows Mini P.E.K.K.A
P.E.K.K.A
Zap Arrows Archers Wizard

Defense Synergies 3 13

Goblins
Zap Archers Wizard
Zap
Mini P.E.K.K.A Mirror Goblins Archers Arrows P.E.K.K.A
Archers
Goblins Zap Mini P.E.K.K.A P.E.K.K.A
Arrows
Mirror Zap Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Zap Archers Arrows Wizard Mirror
Wizard
Goblins Mini P.E.K.K.A P.E.K.K.A
Mirror
Zap Arrows Mini P.E.K.K.A
P.E.K.K.A
Zap Archers Arrows Wizard

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
Mini P.E.K.K.A P.E.K.K.A Goblins Zap
Mini P.E.K.K.A P.E.K.K.A Goblins Archers
Mini P.E.K.K.A P.E.K.K.A Goblins
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Goblins Zap Archers
Zap Archers Arrows Wizard
Zap Arrows P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Goblins
Goblins Archers Mini P.E.K.K.A
Goblins Archers Zap Arrows Wizard
Arrows Zap Archers Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Wizard
Wizard Goblins Zap Arrows Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A
Wizard Goblins Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Goblins Zap Archers Wizard
Zap Arrows Wizard Archers
Mini P.E.K.K.A P.E.K.K.A
Wizard Goblins Archers Arrows Mini P.E.K.K.A P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Goblins Zap Archers P.E.K.K.A
Zap Archers Arrows Mini P.E.K.K.A Wizard
P.E.K.K.A Goblins Zap Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Zap
P.E.K.K.A Mini P.E.K.K.A
Arrows Wizard Zap Archers
Mini P.E.K.K.A P.E.K.K.A Goblins Archers
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Goblins Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Zap Arrows
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard Archers
Goblins Zap Archers Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Archers Mini P.E.K.K.A Wizard P.E.K.K.A
Arrows

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
Arrows Zap
Arrows
Arrows
Wizard Zap Arrows
Arrows Wizard Zap
Archers Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Goblins Mini P.E.K.K.A
Zap Arrows Wizard
Zap Archers Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Mini P.E.K.K.A
Zap Archers Arrows Mini P.E.K.K.A Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows
Zap Archers Arrows Wizard
Zap Wizard
Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Archers
Zap Archers Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap
Zap
Zap

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