My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers 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.

Archers Battle Ram Wizard Elixir Collector P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap The Log

Punishments

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

Battle Ram

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblins Battle Ram P.E.K.K.A

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
Archers Battle Ram
Giant Snowball
Goblins Archers Battle Ram
Zap
Goblins Archers Battle Ram
Barbarian Barrel
Goblins Archers Battle Ram Wizard
The Log
Goblins Archers Battle Ram
Earthquake
Archers Elixir Collector
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Battle Ram Wizard P.E.K.K.A
Fireball
Archers Battle Ram Wizard Elixir Collector
Poison
Archers Wizard Elixir Collector
Lightning
Battle Ram Wizard Elixir Collector
Rocket
Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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.

Battle Ram Elixir Collector P.E.K.K.A

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap The Log Archers Battle Ram Wizard Elixir Collector P.E.K.K.A

Shortest cycle

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

9 Goblins Zap The Log Archers

Attack Synergies 3 10

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
Zap Archers Battle Ram
Zap
Battle Ram P.E.K.K.A Goblins Archers The Log
Archers
Goblins Zap Battle Ram P.E.K.K.A
Battle Ram
Zap The Log Goblins Archers P.E.K.K.A
Wizard
P.E.K.K.A
Elixir Collector
P.E.K.K.A
Zap Archers Battle Ram Wizard The Log
The Log
Battle Ram Zap P.E.K.K.A

Defense Synergies 1 11

Goblins
Zap Archers Wizard The Log
Zap
Goblins Archers P.E.K.K.A The Log
Archers
Goblins Zap P.E.K.K.A The Log
Battle Ram
Wizard
Goblins P.E.K.K.A The Log
Elixir Collector
P.E.K.K.A
The Log Zap Archers Wizard
The Log
P.E.K.K.A Goblins Zap Archers 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.

Zap Wizard The Log
P.E.K.K.A Goblins Zap The Log
P.E.K.K.A Goblins Archers
P.E.K.K.A Goblins
P.E.K.K.A The Log
The Log Goblins Zap Archers
Zap Archers Wizard
Zap P.E.K.K.A The Log
P.E.K.K.A Goblins
Goblins Archers
Goblins Archers Zap Wizard The Log
Zap Archers Wizard
P.E.K.K.A Zap Wizard The Log
Wizard Goblins Zap P.E.K.K.A The Log
P.E.K.K.A
Zap P.E.K.K.A The Log
Wizard Goblins P.E.K.K.A
Goblins Zap Archers Wizard The Log
Zap Wizard The Log Archers
P.E.K.K.A
Wizard Goblins Archers 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 Zap Archers P.E.K.K.A
Zap Archers Wizard The Log
P.E.K.K.A Goblins Zap The Log
P.E.K.K.A Zap The Log
P.E.K.K.A
Wizard Zap Archers
P.E.K.K.A Goblins Archers
P.E.K.K.A
Zap P.E.K.K.A Goblins The Log
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap The Log
P.E.K.K.A Wizard
Wizard Archers
Goblins Zap Archers P.E.K.K.A The Log
Zap Archers Wizard 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.)

The Log
Zap The Log
The Log
The Log
Wizard Zap The Log
Wizard Zap
Archers Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Goblins
Zap Wizard The Log
Zap Archers Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Zap Archers Wizard The Log
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Zap Archers Wizard
Zap Wizard
Zap Wizard The Log
Zap
P.E.K.K.A
Wizard The Log
Zap Archers
Zap Archers Wizard
The Log
Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap The Log
Zap
Zap The Log

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