My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions 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.

Royal Giant Wizard P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Poison

Punishments

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

Goblin Gang Royal Giant Royal Ghost

Pump responses

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

Poison

Dropped at the bridge

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

Goblin Gang Royal Giant P.E.K.K.A Royal Ghost

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.

Royal Ghost

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Poison 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.

Guards Poison P.E.K.K.A Royal Ghost

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.

Royal Giant

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.

Minions Goblin Gang 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.

Minions Goblin Gang Guards Royal Ghost Poison Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

12 Minions Goblin Gang Guards Royal Ghost

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.

Minions
Royal Giant P.E.K.K.A
Goblin Gang
Royal Giant P.E.K.K.A Royal Ghost
Royal Giant
Minions Poison Goblin Gang Wizard Guards Royal Ghost
Wizard
Royal Giant P.E.K.K.A Royal Ghost
Guards
Royal Giant
Poison
Royal Giant P.E.K.K.A Royal Ghost
P.E.K.K.A
Poison Minions Goblin Gang Wizard
Royal Ghost
Goblin Gang Royal Giant Wizard Poison

Defense Synergies 0 7

Minions
P.E.K.K.A
Goblin Gang
Guards P.E.K.K.A
Royal Giant
Wizard
Guards P.E.K.K.A Royal Ghost
Guards
Goblin Gang Wizard Poison
Poison
Guards
P.E.K.K.A
Minions Goblin Gang Wizard
Royal Ghost
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.

Minions Wizard
P.E.K.K.A Minions Goblin Gang
Goblin Gang P.E.K.K.A Minions
P.E.K.K.A Minions Goblin Gang Guards
Poison P.E.K.K.A
Goblin Gang Minions Guards Royal Ghost
Minions Goblin Gang Wizard Poison
Poison P.E.K.K.A
P.E.K.K.A Minions Goblin Gang
Goblin Gang Guards Royal Ghost
Minions Goblin Gang Guards Poison Wizard Royal Ghost
Minions Goblin Gang Wizard Poison
P.E.K.K.A Minions Goblin Gang Wizard Guards
Wizard Minions Goblin Gang Guards Poison P.E.K.K.A Royal Ghost
P.E.K.K.A Goblin Gang
Goblin Gang P.E.K.K.A
Wizard Minions Goblin Gang Poison P.E.K.K.A
Minions Goblin Gang Wizard Guards Royal Ghost
Wizard Poison Minions Guards Royal Ghost
P.E.K.K.A
Goblin Gang Wizard Royal Ghost Minions Guards Poison 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 Guards P.E.K.K.A Royal Ghost
Poison Goblin Gang Wizard Royal Ghost
Goblin Gang Guards P.E.K.K.A Minions
Goblin Gang Guards P.E.K.K.A
P.E.K.K.A Goblin Gang Guards
Wizard Poison Minions Goblin Gang
Goblin Gang Guards P.E.K.K.A Minions
P.E.K.K.A
P.E.K.K.A Minions Poison
P.E.K.K.A Goblin Gang Guards
P.E.K.K.A Minions Guards
P.E.K.K.A Guards Poison
P.E.K.K.A Goblin Gang Wizard Guards
Wizard
Goblin Gang Guards Minions Poison P.E.K.K.A
Minions Poison Wizard P.E.K.K.A Royal Ghost

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.)

Poison Guards Royal Ghost
Poison Royal Ghost
Poison
Guards Poison
Wizard Poison
Wizard Poison Minions
Wizard Poison
Poison Wizard
Poison Wizard
Minions Goblin Gang Guards Poison
Poison Wizard
Poison Wizard
Poison
Minions Poison
Poison
Wizard Poison
Wizard Poison
Poison
Minions
Wizard Poison
Wizard Poison
Minions Poison
Wizard Poison
Poison
Poison Wizard
Poison Wizard Royal Ghost
Wizard Poison
Poison
Poison Wizard
Minions Wizard Guards Poison
Poison Wizard
Poison
P.E.K.K.A
Wizard Poison
Minions Goblin Gang Guards
Poison Wizard
Poison Goblin Gang Wizard
Wizard Poison
Poison
P.E.K.K.A
Minions Goblin Gang Guards Poison
Poison
Poison Royal Ghost

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