My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Wizard Electro Dragon Magic Archer

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.

Wizard Electro Dragon P.E.K.K.A Electro Giant Magic Archer

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

Damage spells

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

Rage

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblins P.E.K.K.A Electro Giant Magic Archer

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.

Goblin Barrel Electro Dragon Magic Archer

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 Barrel
Giant Snowball
Goblins Goblin Barrel Electro Dragon
Zap
Goblins Goblin Barrel
Barbarian Barrel
Goblins Wizard Goblin Barrel Magic Archer
The Log
Goblins Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Goblins Goblin Barrel
Royal Delivery
Goblins Wizard Goblin Barrel Electro Dragon P.E.K.K.A Magic Archer
Fireball
Wizard Goblin Barrel Electro Dragon Magic Archer
Poison
Wizard Electro Dragon Magic Archer
Lightning
Wizard Electro Dragon Magic Archer
Rocket
Wizard Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Dragon Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Dragon Electro Giant Magic Archer

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.

Rage P.E.K.K.A Electro Giant

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.

Goblin Barrel

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 Goblin Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Rage Goblin Barrel Magic Archer Wizard Electro Dragon P.E.K.K.A Electro Giant

Shortest cycle

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

11 Goblins Rage Goblin Barrel Magic Archer

Attack Synergies 1 6

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
Wizard
Rage P.E.K.K.A
Rage
Wizard Electro Dragon
Goblin Barrel
P.E.K.K.A
Electro Dragon
Rage P.E.K.K.A Magic Archer
P.E.K.K.A
Magic Archer Wizard Goblin Barrel Electro Dragon
Electro Giant
Magic Archer
P.E.K.K.A Electro Dragon

Defense Synergies 0 4

Goblins
Wizard Electro Dragon Magic Archer
Wizard
Goblins P.E.K.K.A
Rage
Goblin Barrel
Electro Dragon
Goblins
P.E.K.K.A
Wizard
Electro Giant
Magic Archer
Goblins

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.

Wizard Electro Dragon Magic Archer
P.E.K.K.A Goblins Electro Dragon
P.E.K.K.A Goblins Electro Dragon
P.E.K.K.A Goblins Electro Dragon
P.E.K.K.A
Goblins Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Electro Dragon P.E.K.K.A Electro Giant Magic Archer
P.E.K.K.A Goblins
Goblins
Goblins Wizard Electro Dragon Electro Giant Magic Archer
Wizard Electro Dragon Magic Archer
P.E.K.K.A Wizard Electro Dragon
Wizard Goblins Electro Dragon P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A Electro Giant
Wizard Goblins Electro Dragon P.E.K.K.A
Goblins Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
P.E.K.K.A
Wizard Goblins Electro Dragon 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.

Goblins P.E.K.K.A Electro Giant
Wizard Electro Dragon Magic Archer
P.E.K.K.A Goblins Electro Dragon
P.E.K.K.A
P.E.K.K.A
Wizard Electro Giant Electro Dragon Magic Archer
P.E.K.K.A Goblins
P.E.K.K.A
Electro Dragon P.E.K.K.A Goblins Magic Archer
P.E.K.K.A
P.E.K.K.A Electro Dragon
P.E.K.K.A Electro Giant
P.E.K.K.A Wizard
Wizard Electro Dragon Electro Giant Magic Archer
Electro Dragon Electro Giant Goblins P.E.K.K.A Magic Archer
Wizard Electro Dragon P.E.K.K.A Electro Giant Magic Archer

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.)

Magic Archer Electro Dragon
Electro Dragon Magic Archer
Electro Dragon Magic Archer
Wizard Magic Archer
Wizard Electro Giant Electro Dragon Magic Archer
Wizard Magic Archer
Wizard Electro Dragon Magic Archer
Wizard Electro Dragon
Goblins Electro Dragon
Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Magic Archer
Electro Dragon Magic Archer
Magic Archer
Wizard Electro Dragon Magic Archer
Magic Archer Wizard Electro Dragon
Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Electro Giant Magic Archer
Magic Archer
Wizard
Electro Dragon
Electro Giant Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Magic Archer
Wizard Electro Dragon Electro Giant Magic Archer
Electro Dragon Wizard Electro Giant
Wizard Electro Dragon Magic Archer
Electro Dragon Magic Archer
P.E.K.K.A
Wizard Magic Archer
Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Wizard Electro Dragon Magic Archer
Electro Giant
Electro Dragon P.E.K.K.A
Electro Dragon Electro Giant Magic Archer
Electro Dragon Magic Archer
Electro Dragon Electro Giant Magic Archer

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