My Best Clash Royale Deck

Deck Check Rating

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

4 problems 1 warnings 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!
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!
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.

Missing

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage P.E.K.K.A Golem

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel Golem

Damage spells

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

Earthquake The Log

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Earthquake Goblin Barrel

Dropped at the bridge

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

Goblins Hog Rider P.E.K.K.A Golem

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.

Hog Rider Goblin Barrel Golem

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
Hog Rider Goblin Barrel
Giant Snowball
Goblins Hog Rider Goblin Barrel
Zap
Goblins Goblin Barrel
Barbarian Barrel
Goblins Goblin Cage Goblin Barrel
The Log
Goblins Goblin Cage Hog Rider Goblin Barrel
Earthquake
Goblin Cage Hog Rider Goblin Barrel
Arrows
Goblins Goblin Barrel
Royal Delivery
Goblins Goblin Cage Hog Rider Goblin Barrel P.E.K.K.A
Fireball
Goblin Cage Hog Rider Goblin Barrel
Poison
Goblin Cage
Lightning
Goblin Cage
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake The Log

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 Golem

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.

Goblins 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins The Log Earthquake Goblin Barrel Goblin Cage Hog Rider P.E.K.K.A Golem

Shortest cycle

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

10 Goblins The Log Earthquake Goblin Barrel

Attack Synergies 4 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.

Goblins
Hog Rider
Earthquake
Hog Rider Golem P.E.K.K.A The Log
Goblin Cage
Hog Rider Goblin Barrel Golem The Log
Hog Rider
Goblins Earthquake The Log Goblin Cage Goblin Barrel
Goblin Barrel
Goblin Cage Hog Rider P.E.K.K.A Golem
P.E.K.K.A
Earthquake Goblin Barrel The Log
Golem
Earthquake Goblin Cage Goblin Barrel The Log
The Log
Hog Rider Earthquake Goblin Cage P.E.K.K.A Golem

Defense Synergies 1 5

Goblins
Goblin Cage The Log
Earthquake
Goblin Cage The Log
Goblin Cage
Goblins Earthquake The Log
Hog Rider
Goblin Barrel
P.E.K.K.A
The Log
Golem
The Log
P.E.K.K.A Goblins Earthquake Goblin Cage

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 Cage The Log
P.E.K.K.A Goblins Goblin Cage The Log
Goblin Cage P.E.K.K.A Goblins
Goblin Cage P.E.K.K.A Goblins
Earthquake Goblin Cage P.E.K.K.A The Log
The Log Goblins Earthquake
Goblin Cage
Earthquake Goblin Cage P.E.K.K.A The Log
P.E.K.K.A Goblins Goblin Cage
Goblins
Goblins Earthquake The Log
Goblin Cage P.E.K.K.A Earthquake The Log
Goblins Earthquake Goblin Cage P.E.K.K.A The Log
P.E.K.K.A Goblin Cage
Goblin Cage P.E.K.K.A The Log
Goblins Goblin Cage P.E.K.K.A
Goblin Cage Goblins The Log
Earthquake Goblin Cage The Log
P.E.K.K.A Goblin Cage
Goblins Earthquake P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblins Goblin Cage P.E.K.K.A
The Log
P.E.K.K.A Goblins Goblin Cage The Log
P.E.K.K.A Goblin Cage The Log
P.E.K.K.A Goblin Cage
P.E.K.K.A Goblins Goblin Cage
P.E.K.K.A Goblin Cage
Goblin Cage P.E.K.K.A Goblins The Log
P.E.K.K.A Goblin Cage
P.E.K.K.A Goblin Cage
P.E.K.K.A Goblin Cage The Log
P.E.K.K.A Goblin Cage
Goblin Cage
Goblins Goblin Cage P.E.K.K.A The Log
Earthquake Goblin Cage P.E.K.K.A The Log

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 The Log
The Log
Earthquake The Log
Earthquake The Log
Earthquake The Log
Earthquake The Log
Earthquake The Log
The Log
Goblins
Earthquake The Log
Earthquake The Log
Earthquake
Earthquake The Log
Earthquake The Log
Earthquake The Log
Earthquake
Earthquake The Log
Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Earthquake The Log
The Log Earthquake
The Log
The Log
Earthquake The Log
P.E.K.K.A
Earthquake The Log
Earthquake
The Log
The Log Earthquake
P.E.K.K.A
The Log
The Log

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