My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Spear Goblins Archers Minions Zappies Hunter 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.

Spear Goblins Archers Zappies Hunter P.E.K.K.A Magic Archer

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

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.

Spear Goblins P.E.K.K.A 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.

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
Spear Goblins Archers Minions
Giant Snowball
Spear Goblins Archers Minions Zappies
Zap
Spear Goblins Archers Minions Zappies
Barbarian Barrel
Spear Goblins Archers Zappies Hunter Magic Archer
The Log
Spear Goblins Archers Zappies Hunter
Earthquake
Spear Goblins Archers Zappies
Arrows
Spear Goblins Archers Minions Zappies
Royal Delivery
Spear Goblins Archers Minions Zappies Hunter P.E.K.K.A Magic Archer
Fireball
Archers Minions Zappies Hunter Magic Archer
Poison
Spear Goblins Archers Minions Zappies Hunter Magic Archer
Lightning
Hunter Magic Archer
Rocket
Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Hunter 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.

Spear Goblins 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.

Minions

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.

Spear Goblins Zap Archers Minions Zappies Hunter Magic Archer P.E.K.K.A

Shortest cycle

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

10 Spear Goblins Zap Archers Minions

Attack Synergies 2 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.

Spear Goblins
Zap Zappies
Zap
P.E.K.K.A Spear Goblins Archers Minions Zappies Hunter Magic Archer
Archers
Zap P.E.K.K.A
Minions
Zap P.E.K.K.A
Zappies
Spear Goblins Zap P.E.K.K.A
Hunter
Zap P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Archers Minions Zappies Hunter
Magic Archer
P.E.K.K.A Zap

Defense Synergies 0 18

Spear Goblins
Zap Archers Minions Zappies P.E.K.K.A
Zap
Spear Goblins Archers Minions Zappies Hunter P.E.K.K.A Magic Archer
Archers
Spear Goblins Zap Minions P.E.K.K.A
Minions
Spear Goblins Zap Archers Zappies Hunter P.E.K.K.A
Zappies
Spear Goblins Zap Minions P.E.K.K.A
Hunter
Zap Minions P.E.K.K.A
P.E.K.K.A
Spear Goblins Zap Archers Minions Zappies Hunter
Magic Archer
Zap

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.

Spear Goblins Zap Minions Zappies Magic Archer
Hunter P.E.K.K.A Zap Minions Zappies
Hunter P.E.K.K.A Archers Minions Zappies
Hunter P.E.K.K.A Minions Zappies
P.E.K.K.A
Spear Goblins Zap Archers Minions Zappies Hunter Magic Archer
Minions Hunter Spear Goblins Zap Archers Zappies Magic Archer
Zap P.E.K.K.A Magic Archer
Zappies Hunter P.E.K.K.A Minions
Spear Goblins Archers Zappies Hunter
Archers Minions Spear Goblins Zap Zappies Hunter Magic Archer
Minions Hunter Spear Goblins Zap Archers Zappies Magic Archer
Hunter P.E.K.K.A Zap Minions Zappies
Zap Minions Zappies Hunter P.E.K.K.A Magic Archer
P.E.K.K.A Zappies Hunter
Zap Zappies Hunter P.E.K.K.A
Minions Zappies Hunter P.E.K.K.A
Spear Goblins Zap Archers Minions Zappies Hunter Magic Archer
Zap Hunter Spear Goblins Archers Minions Zappies Magic Archer
P.E.K.K.A Zappies Hunter
Spear Goblins Archers Minions Zappies Hunter P.E.K.K.A

Counters to secondary win conditions

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

Spear Goblins Zap Archers Zappies P.E.K.K.A
Zap Archers Hunter Magic Archer
Zappies P.E.K.K.A Spear Goblins Zap Minions Hunter
Hunter P.E.K.K.A Zap Zappies
P.E.K.K.A Zappies Hunter
Zap Archers Minions Zappies Hunter Magic Archer
P.E.K.K.A Spear Goblins Archers Minions Zappies Hunter
P.E.K.K.A Zappies Hunter
Zap P.E.K.K.A Spear Goblins Minions Zappies Magic Archer
P.E.K.K.A Zappies
P.E.K.K.A Minions Zappies Hunter
P.E.K.K.A Zap
P.E.K.K.A Zappies Hunter
Archers Zappies Magic Archer
Zappies Spear Goblins Zap Archers Minions Hunter P.E.K.K.A Magic Archer
Minions Zap Archers Zappies Hunter P.E.K.K.A 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
Zap Magic Archer
Magic Archer
Zap Magic Archer
Spear Goblins Zap Minions Hunter Magic Archer
Archers Magic Archer
Zap Hunter Magic Archer
Zap
Minions
Zap Magic Archer
Zap Archers Magic Archer
Hunter Magic Archer
Minions Magic Archer
Zap Magic Archer
Spear Goblins Zap Hunter Magic Archer
Magic Archer
Minions
Zap Archers Hunter Magic Archer
Zap Magic Archer
Minions Magic Archer
Zap
Zap Hunter Magic Archer
Zap Hunter Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Archers Hunter Magic Archer
Zap Minions Zappies
Zap Hunter Magic Archer
Zap Zappies Magic Archer
P.E.K.K.A
Magic Archer
Zap Spear Goblins Archers Minions Zappies Magic Archer
Zap Archers Zappies Hunter Magic Archer
Hunter Magic Archer
Zap Magic Archer
Zap
P.E.K.K.A
Zap Minions Zappies Magic Archer
Zap Zappies Magic Archer
Zap Magic Archer

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