My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Fire Spirit Goblin Gang Wizard Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Wizard P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Mortar Goblin Barrel

Damage spells

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

The Log

Punishments

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

Goblin Gang Mortar 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.

Fire Spirit Goblin Gang Mortar 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.

Goblin Barrel 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
Goblin Gang Goblin Barrel
Giant Snowball
Fire Spirit Goblin Gang Goblin Barrel
Zap
Fire Spirit Goblin Gang Mortar Goblin Barrel
Barbarian Barrel
Fire Spirit Goblin Gang Mortar Wizard Goblin Barrel Electro Wizard
The Log
Fire Spirit Goblin Gang Goblin Barrel
Earthquake
Goblin Gang Mortar Goblin Barrel
Arrows
Fire Spirit Goblin Gang Goblin Barrel
Royal Delivery
Fire Spirit Goblin Gang Wizard Goblin Barrel P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Mortar Wizard Goblin Barrel Electro Wizard
Poison
Goblin Gang Mortar Wizard Electro Wizard
Lightning
Mortar Wizard Electro Wizard
Rocket
Mortar Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar Wizard The Log

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.

Fire Spirit 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.

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.

Fire Spirit Goblin Gang Wizard Goblin Barrel 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.

Fire Spirit The Log Goblin Gang Goblin Barrel Mortar Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit The Log Goblin Gang Goblin Barrel

Attack Synergies 3 8

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.

Fire Spirit
P.E.K.K.A Mortar Goblin Barrel
Goblin Gang
Goblin Barrel Mortar P.E.K.K.A
Mortar
Fire Spirit Goblin Gang The Log
Wizard
P.E.K.K.A
Goblin Barrel
Goblin Gang Fire Spirit P.E.K.K.A
P.E.K.K.A
Fire Spirit Electro Wizard Goblin Gang Wizard Goblin Barrel The Log
The Log
Mortar P.E.K.K.A
Electro Wizard
P.E.K.K.A

Defense Synergies 1 15

Fire Spirit
P.E.K.K.A The Log Electro Wizard
Goblin Gang
Mortar P.E.K.K.A The Log Electro Wizard
Mortar
Goblin Gang Wizard The Log Electro Wizard
Wizard
Mortar P.E.K.K.A The Log Electro Wizard
Goblin Barrel
P.E.K.K.A
The Log Fire Spirit Goblin Gang Wizard Electro Wizard
The Log
P.E.K.K.A Fire Spirit Goblin Gang Mortar Wizard Electro Wizard
Electro Wizard
Fire Spirit Goblin Gang Mortar Wizard P.E.K.K.A The Log

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.

Mortar Wizard The Log Electro Wizard
P.E.K.K.A Goblin Gang Mortar The Log Electro Wizard
Goblin Gang Mortar P.E.K.K.A Fire Spirit Electro Wizard
P.E.K.K.A Goblin Gang Mortar Electro Wizard
P.E.K.K.A The Log
Goblin Gang The Log Fire Spirit Electro Wizard
Electro Wizard Fire Spirit Goblin Gang Mortar Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Mortar
Goblin Gang Fire Spirit Electro Wizard
Goblin Gang Electro Wizard Wizard The Log
Goblin Gang Wizard Electro Wizard
Mortar P.E.K.K.A Fire Spirit Goblin Gang Wizard The Log Electro Wizard
Fire Spirit Wizard Goblin Gang Mortar P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Mortar Electro Wizard
Goblin Gang Mortar P.E.K.K.A The Log Electro Wizard
Wizard Goblin Gang Mortar P.E.K.K.A Electro Wizard
Fire Spirit Mortar Goblin Gang Wizard The Log Electro Wizard
Mortar Wizard The Log Fire Spirit Electro Wizard
P.E.K.K.A Mortar Electro Wizard
Goblin Gang Wizard Fire Spirit P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang P.E.K.K.A Electro Wizard
Electro Wizard Goblin Gang Mortar Wizard The Log
Goblin Gang P.E.K.K.A The Log Electro Wizard
Goblin Gang P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang
Fire Spirit Wizard Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Mortar The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard Mortar P.E.K.K.A The Log
Wizard P.E.K.K.A The Log 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.)

Mortar The Log
Mortar The Log Electro Wizard
The Log
The Log
Wizard Fire Spirit Mortar The Log
Wizard Fire Spirit
Fire Spirit Mortar Wizard The Log
The Log Fire Spirit Wizard
The Log Mortar Wizard
Fire Spirit Goblin Gang Electro Wizard
Mortar Wizard The Log Electro Wizard
Fire Spirit Wizard
Fire Spirit Mortar The Log
Mortar
Mortar The Log
Mortar Wizard The Log
Mortar Wizard The Log
Mortar
Fire Spirit Mortar Wizard The Log Electro Wizard
Fire Spirit Mortar Wizard The Log
The Log
Wizard
The Log
Mortar The Log
The Log Fire Spirit Mortar Wizard
Mortar The Log Wizard Electro Wizard
Mortar Wizard The Log
Mortar The Log
Fire Spirit Wizard Electro Wizard
Electro Wizard Wizard
Mortar Wizard The Log
Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Fire Spirit Goblin Gang
Fire Spirit Wizard Electro Wizard
The Log
Goblin Gang Wizard Electro Wizard
The Log Mortar Wizard
P.E.K.K.A
Goblin Gang The Log Electro Wizard
Electro Wizard
Mortar The Log Electro Wizard

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