My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

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.

Bomber Archers Wizard P.E.K.K.A Golden Knight

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.

Fireball

Punishments

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

Goblin Gang Golden Knight

Pump responses

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

Fireball

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

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.

Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball 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.

P.E.K.K.A

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.

Fireball

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 Fireball 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.

Mirror Bomber Archers Goblin Gang Fireball Golden Knight Wizard P.E.K.K.A

Shortest cycle

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

8 Mirror Bomber Archers Goblin Gang

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.

Bomber
P.E.K.K.A
Archers
P.E.K.K.A
Goblin Gang
Mirror P.E.K.K.A
Fireball
Mirror Golden Knight
Wizard
P.E.K.K.A
Mirror
Fireball Goblin Gang
P.E.K.K.A
Bomber Archers Goblin Gang Wizard
Golden Knight
Fireball

Defense Synergies 1 10

Bomber
P.E.K.K.A Golden Knight
Archers
Goblin Gang P.E.K.K.A Golden Knight
Goblin Gang
Archers Mirror P.E.K.K.A
Fireball
Mirror Golden Knight
Wizard
P.E.K.K.A Golden Knight
Mirror
Fireball Goblin Gang
P.E.K.K.A
Bomber Archers Goblin Gang Wizard
Golden Knight
Bomber Archers Fireball 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.

Bomber Fireball Wizard Golden Knight
P.E.K.K.A Bomber Goblin Gang
Goblin Gang P.E.K.K.A Bomber Archers
P.E.K.K.A Bomber Goblin Gang
Bomber Fireball P.E.K.K.A
Goblin Gang Fireball Bomber Archers
Archers Goblin Gang Fireball Wizard
Fireball P.E.K.K.A Golden Knight
P.E.K.K.A Goblin Gang
Goblin Gang Bomber Archers
Archers Goblin Gang Bomber Fireball Wizard
Archers Goblin Gang Fireball Wizard
P.E.K.K.A Bomber Goblin Gang Fireball Wizard
Bomber Fireball Wizard Goblin Gang P.E.K.K.A Golden Knight
P.E.K.K.A Goblin Gang
Goblin Gang Fireball P.E.K.K.A
Wizard Bomber Goblin Gang Fireball P.E.K.K.A
Fireball Bomber Archers Goblin Gang Wizard Golden Knight
Wizard Bomber Archers Fireball
P.E.K.K.A
Bomber Goblin Gang Wizard Archers Fireball P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Archers Fireball P.E.K.K.A
Fireball Bomber Archers Goblin Gang Wizard
Goblin Gang P.E.K.K.A Golden Knight
Goblin Gang P.E.K.K.A Fireball
P.E.K.K.A Goblin Gang
Fireball Wizard Archers Goblin Gang
Goblin Gang P.E.K.K.A Archers Fireball
P.E.K.K.A
P.E.K.K.A Fireball
P.E.K.K.A Goblin Gang
P.E.K.K.A Golden Knight
P.E.K.K.A Fireball
P.E.K.K.A Goblin Gang Fireball Wizard Golden Knight
Wizard Bomber Archers Fireball
Goblin Gang Bomber Archers Fireball P.E.K.K.A Golden Knight
Bomber Archers Fireball Wizard P.E.K.K.A Golden Knight

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.)

Fireball Golden Knight
Fireball Golden Knight
Fireball
Fireball
Bomber Fireball Wizard
Fireball Wizard
Bomber Archers Wizard
Fireball Wizard
Fireball Wizard Golden Knight
Goblin Gang Fireball
Fireball Wizard Golden Knight
Fireball Archers Wizard
Fireball Golden Knight
Fireball
Fireball
Bomber Fireball Wizard Golden Knight
Fireball Wizard
Fireball
Bomber
Bomber Archers Fireball Wizard
Bomber Fireball Wizard Golden Knight
Fireball
Fireball Wizard
Fireball
Bomber Fireball Wizard
Fireball Wizard Golden Knight
Fireball Wizard Golden Knight
Fireball Golden Knight
Archers Fireball Wizard
Fireball Wizard
Fireball
Bomber Fireball Wizard
Fireball
P.E.K.K.A
Fireball Wizard
Archers Goblin Gang Fireball
Fireball Archers Wizard
Fireball
Fireball Goblin Gang Wizard
Bomber Fireball Wizard
Fireball
P.E.K.K.A
Goblin Gang Fireball Golden Knight
Fireball
Fireball Golden Knight

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