My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Hut Royal Ghost Mighty Miner

Offensive cards

Win conditions

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

Goblin Barrel Miner

Damage spells

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

Earthquake Void

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 Goblin Barrel Miner Royal Ghost

Pump responses

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

Earthquake Goblin Barrel Void Miner

Dropped at the bridge

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

Mini P.E.K.K.A Royal Ghost Mighty Miner

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 Goblin Barrel Miner Royal Ghost Mighty Miner

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 Miner Mighty Miner
Giant Snowball
Goblin Hut Goblin Barrel Miner Mighty Miner
Zap
Goblin Hut Goblin Barrel Mighty Miner
Barbarian Barrel
Goblin Hut Goblin Barrel Royal Ghost
The Log
Mini P.E.K.K.A Goblin Hut Goblin Barrel
Earthquake
Goblin Hut Goblin Barrel
Arrows
Goblin Hut Goblin Barrel
Royal Delivery
Mini P.E.K.K.A Goblin Hut Goblin Barrel Miner Royal Ghost
Fireball
Goblin Hut Goblin Barrel Mighty Miner
Poison
Goblin Hut
Lightning
Mini P.E.K.K.A Goblin Hut Mighty Miner
Rocket
Goblin Hut Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Royal Ghost

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.

Mini P.E.K.K.A Miner Royal Ghost Mighty Miner

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.

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.

Earthquake Goblin Barrel Void Miner Royal Ghost Mini P.E.K.K.A Mighty Miner Goblin Hut

Shortest cycle

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

12 Earthquake Goblin Barrel Void Miner

Attack Synergies 1 9

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.

Earthquake
Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A
Earthquake Goblin Hut
Goblin Hut
Earthquake Mini P.E.K.K.A Goblin Barrel Miner Royal Ghost
Goblin Barrel
Mighty Miner Goblin Hut Miner Royal Ghost
Void
Miner
Goblin Hut Goblin Barrel Royal Ghost
Royal Ghost
Goblin Hut Goblin Barrel Miner
Mighty Miner
Goblin Barrel

Defense Synergies 0 5

Earthquake
Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A
Earthquake Goblin Hut Royal Ghost
Goblin Hut
Earthquake Mini P.E.K.K.A Royal Ghost
Goblin Barrel
Void
Miner
Royal Ghost
Mini P.E.K.K.A Goblin Hut
Mighty Miner

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 Goblin Hut Void
Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A Goblin Hut Void
Mini P.E.K.K.A Goblin Hut
Earthquake Mini P.E.K.K.A
Earthquake Royal Ghost
Goblin Hut Void
Earthquake Void
Mini P.E.K.K.A Mighty Miner Goblin Hut
Mini P.E.K.K.A Miner Royal Ghost
Earthquake Goblin Hut Royal Ghost
Goblin Hut
Mini P.E.K.K.A Goblin Hut Earthquake
Earthquake Mini P.E.K.K.A Goblin Hut Royal Ghost
Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A Goblin Hut
Goblin Hut Royal Ghost
Earthquake Goblin Hut Royal Ghost
Mini P.E.K.K.A Goblin Hut
Royal Ghost Earthquake Mini 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 Goblin Hut Void Royal Ghost
Void Mini P.E.K.K.A Miner Royal Ghost
Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A
Mini P.E.K.K.A Goblin Hut Mighty Miner
Goblin Hut
Mini P.E.K.K.A Goblin Hut Void
Mini P.E.K.K.A Mighty Miner
Void Mini P.E.K.K.A Goblin Hut
Goblin Hut
Mini P.E.K.K.A Goblin Hut
Void
Mini P.E.K.K.A
Goblin Hut Mini P.E.K.K.A Mighty Miner
Earthquake Mini P.E.K.K.A Goblin Hut Royal Ghost Mighty Miner
Goblin Hut Void

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 Void Royal Ghost
Void Miner Royal Ghost
Earthquake Goblin Hut Void Miner
Earthquake Void
Earthquake
Earthquake
Earthquake
Void Miner
Mini P.E.K.K.A Void
Void Miner Earthquake
Void
Earthquake Goblin Hut Void Miner
Earthquake Void
Earthquake Goblin Hut
Earthquake Goblin Hut
Earthquake Goblin Hut
Earthquake
Mini P.E.K.K.A
Void Earthquake Mini P.E.K.K.A
Earthquake Miner
Earthquake Void
Void
Void
Earthquake Void
Earthquake
Void Miner Earthquake Royal Ghost
Void Miner
Void Miner
Goblin Hut Void
Mini P.E.K.K.A Void
Void Earthquake Miner
Void
Mighty Miner
Earthquake
Earthquake Goblin Hut Void
Void Miner Mini P.E.K.K.A
Earthquake
Void
Void
Void Miner Royal Ghost

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