My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Princess Electro 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.

Elixir Golem P.E.K.K.A Princess Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Earthquake

Punishments

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

Elixir Golem Princess Royal Ghost

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblins Elixir Golem P.E.K.K.A Princess Royal Ghost

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.

Royal Ghost Electro Wizard

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
Elixir Golem
Giant Snowball
Goblins Princess
Zap
Goblins Princess
Barbarian Barrel
Goblins Elixir Golem Princess Royal Ghost Electro Wizard
The Log
Goblins Elixir Golem Princess
Earthquake
Elixir Golem
Arrows
Goblins Princess
Royal Delivery
Goblins Elixir Golem P.E.K.K.A Princess Royal Ghost Electro Wizard
Fireball
Elixir Golem Princess Electro Wizard
Poison
Elixir Golem Princess Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Princess

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake Princess Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Elixir Golem P.E.K.K.A Princess Royal Ghost

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.

Princess

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 Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Arrows Earthquake Elixir Golem Princess Royal Ghost Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Goblins Arrows Earthquake Elixir Golem

Attack Synergies 3 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.

Goblins
Arrows
P.E.K.K.A Earthquake Elixir Golem
Earthquake
Elixir Golem Arrows P.E.K.K.A
Elixir Golem
Earthquake Arrows Royal Ghost
P.E.K.K.A
Arrows Electro Wizard Earthquake Princess
Princess
P.E.K.K.A Royal Ghost
Royal Ghost
Elixir Golem Princess Electro Wizard
Electro Wizard
P.E.K.K.A Royal Ghost

Defense Synergies 0 8

Goblins
Princess Electro Wizard
Arrows
P.E.K.K.A
Earthquake
Princess
Elixir Golem
P.E.K.K.A
Arrows Princess Electro Wizard
Princess
Goblins Earthquake P.E.K.K.A Royal Ghost
Royal Ghost
Princess Electro Wizard
Electro Wizard
Goblins P.E.K.K.A Royal Ghost

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.

Earthquake Electro Wizard
P.E.K.K.A Goblins Electro Wizard
P.E.K.K.A Goblins Electro Wizard
P.E.K.K.A Goblins Electro Wizard
Arrows Earthquake P.E.K.K.A Princess
Arrows Goblins Earthquake Royal Ghost Electro Wizard
Electro Wizard Arrows Princess
Earthquake Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Goblins Princess
Goblins Royal Ghost Electro Wizard
Goblins Electro Wizard Arrows Earthquake Princess Royal Ghost
Arrows Princess Electro Wizard
P.E.K.K.A Earthquake Electro Wizard
Goblins Arrows Earthquake P.E.K.K.A Princess Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Goblins Arrows P.E.K.K.A Electro Wizard
Arrows Goblins Royal Ghost Electro Wizard
Arrows Earthquake Princess Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Goblins Arrows Earthquake P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblins P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Arrows Royal Ghost
P.E.K.K.A Goblins Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Arrows Princess Electro Wizard
P.E.K.K.A Goblins Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Goblins
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A
Princess
Electro Wizard Goblins P.E.K.K.A
Arrows Earthquake P.E.K.K.A Princess Royal Ghost Electro Wizard

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.)

Earthquake Princess Arrows Royal Ghost
Arrows Princess Royal Ghost Electro Wizard
Earthquake Arrows
Earthquake Arrows
Arrows Earthquake
Arrows Princess
Arrows Earthquake Princess
Arrows Earthquake Princess
Arrows
Goblins Electro Wizard
Arrows Earthquake Princess Electro Wizard
Arrows Princess
Earthquake Princess
Earthquake Arrows Princess
Earthquake Princess Arrows
Earthquake Arrows Princess
Earthquake Arrows Princess
Arrows Earthquake
Arrows Earthquake Princess Electro Wizard
Arrows Earthquake Princess
Earthquake
Arrows Princess
Earthquake Arrows
Arrows Earthquake Princess
Arrows Earthquake Princess Royal Ghost Electro Wizard
Arrows Princess
Arrows
Arrows Princess Electro Wizard
Electro Wizard
Arrows Earthquake
Arrows Princess Electro Wizard
P.E.K.K.A
Arrows Earthquake Princess
Earthquake Electro Wizard Princess
Arrows Princess Electro Wizard
Arrows
Princess Electro Wizard
Arrows Earthquake Princess
Arrows
P.E.K.K.A
Princess Electro Wizard
Princess Electro Wizard
Princess Royal Ghost Electro Wizard

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