My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Gang Princess Electro 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 P.E.K.K.A Princess Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Gang Goblin Barrel Princess

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.

Goblin Gang P.E.K.K.A Princess

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

Against air swarms

Spells and units that can counter air swarms.

Zap Princess

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Princess

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.

P.E.K.K.A Princess

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 Princess

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 Gang 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Archers Goblin Gang Goblin Barrel Princess Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Zap The Log Archers Goblin Gang

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.

Zap
P.E.K.K.A Electro Wizard Archers The Log Princess
Archers
Zap P.E.K.K.A
Goblin Gang
Goblin Barrel P.E.K.K.A Princess
Goblin Barrel
Goblin Gang P.E.K.K.A Princess
P.E.K.K.A
Zap Electro Wizard Archers Goblin Gang Goblin Barrel The Log Princess
The Log
Zap P.E.K.K.A Princess
Princess
Zap Goblin Gang Goblin Barrel P.E.K.K.A The Log
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 2 17

Zap
Electro Wizard Archers Goblin Gang P.E.K.K.A The Log Princess
Archers
Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
Goblin Gang
Zap Archers P.E.K.K.A The Log Princess Electro Wizard
Goblin Barrel
P.E.K.K.A
The Log Zap Archers Goblin Gang Princess Electro Wizard
The Log
P.E.K.K.A Zap Archers Goblin Gang Princess Electro Wizard
Princess
Zap Goblin Gang P.E.K.K.A The Log
Electro Wizard
Zap Archers Goblin Gang 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.

Zap The Log Electro Wizard
P.E.K.K.A Zap Goblin Gang The Log Electro Wizard
Goblin Gang P.E.K.K.A Archers Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
P.E.K.K.A The Log Princess
Goblin Gang The Log Zap Archers Electro Wizard
Electro Wizard Zap Archers Goblin Gang Princess
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Princess
Goblin Gang Archers Electro Wizard
Archers Goblin Gang Electro Wizard Zap The Log Princess
Zap Archers Goblin Gang Princess Electro Wizard
P.E.K.K.A Zap Goblin Gang The Log Electro Wizard
Zap Goblin Gang P.E.K.K.A The Log Princess Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
Zap Archers Goblin Gang The Log Electro Wizard
Zap The Log Archers Princess Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Archers 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 Zap Archers P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Goblin Gang The Log
Goblin Gang P.E.K.K.A Zap The Log Electro Wizard
Goblin Gang P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang
Zap Archers Goblin Gang Princess Electro Wizard
Goblin Gang P.E.K.K.A Archers Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang
Archers Princess
Goblin Gang Electro Wizard Zap Archers P.E.K.K.A The Log
Zap Archers P.E.K.K.A The Log Princess 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.)

Princess The Log
Zap The Log Princess Electro Wizard
The Log
The Log
Zap The Log
Zap Princess
Archers The Log Princess
The Log Zap Princess
The Log Zap
Goblin Gang Electro Wizard
Zap The Log Princess Electro Wizard
Zap Archers Princess
The Log Princess
Princess
Princess Zap The Log
Zap The Log Princess
The Log Princess
Zap Archers The Log Princess Electro Wizard
Zap The Log Princess
The Log
Princess
The Log
Zap The Log
Zap The Log Princess
The Log Zap Princess Electro Wizard
Zap The Log Princess
Zap The Log
Zap Archers Princess Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Princess Electro Wizard
P.E.K.K.A
The Log Princess
Zap Electro Wizard Archers Goblin Gang Princess
Zap Archers Princess Electro Wizard
The Log
Goblin Gang Princess Electro Wizard
The Log Zap Princess
Zap
P.E.K.K.A
Zap Goblin Gang The Log Princess Electro Wizard
Zap Princess Electro Wizard
Zap The Log Princess Electro Wizard

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