My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Firecracker Electro Wizard Goblinstein

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.

Skeletons Firecracker P.E.K.K.A Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Hog Rider 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.

Hog Rider 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.

Hog Rider 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.

Firecracker Hog Rider 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
Skeletons Hog Rider Goblin Barrel
Giant Snowball
Skeletons Hog Rider Goblin Barrel
Zap
Skeletons Firecracker Goblin Barrel
Barbarian Barrel
Skeletons Firecracker Goblin Barrel Electro Wizard
The Log
Skeletons Firecracker Hog Rider Goblin Barrel
Earthquake
Skeletons Firecracker Hog Rider Goblin Barrel
Arrows
Skeletons Firecracker Goblin Barrel
Royal Delivery
Skeletons Firecracker Hog Rider Goblin Barrel P.E.K.K.A Electro Wizard
Fireball
Firecracker Hog Rider Goblin Barrel Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Electro Wizard Goblinstein
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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

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.

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.

Skeletons The Log Firecracker Goblin Barrel Hog Rider Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Firecracker Goblin Barrel

Attack Synergies 4 6

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.

Skeletons
Firecracker
Hog Rider Goblin Barrel P.E.K.K.A
Hog Rider
Firecracker The Log Goblin Barrel Electro Wizard
Goblin Barrel
Firecracker Hog Rider P.E.K.K.A
P.E.K.K.A
Electro Wizard Goblinstein Firecracker Goblin Barrel The Log
The Log
Hog Rider P.E.K.K.A
Electro Wizard
P.E.K.K.A Hog Rider
Goblinstein
P.E.K.K.A

Defense Synergies 3 8

Skeletons
Firecracker P.E.K.K.A The Log Electro Wizard
Firecracker
The Log Skeletons P.E.K.K.A Electro Wizard
Hog Rider
Goblin Barrel
P.E.K.K.A
The Log Goblinstein Skeletons Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Skeletons Electro Wizard
Electro Wizard
Skeletons Firecracker P.E.K.K.A The Log
Goblinstein
P.E.K.K.A

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.

Firecracker The Log Electro Wizard
P.E.K.K.A Skeletons Firecracker The Log Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Skeletons Firecracker Electro Wizard
Firecracker P.E.K.K.A The Log
The Log Skeletons Firecracker Electro Wizard
Electro Wizard Firecracker
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Skeletons Firecracker Electro Wizard
Electro Wizard Skeletons Firecracker The Log
Firecracker Electro Wizard
P.E.K.K.A Skeletons The Log Electro Wizard
Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard Goblinstein
Skeletons Firecracker P.E.K.K.A Electro Wizard
Firecracker The Log Electro Wizard
The Log Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Firecracker 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.

Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Firecracker The Log
P.E.K.K.A Skeletons The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Firecracker Goblinstein Skeletons Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Goblinstein Skeletons Firecracker The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Firecracker
Electro Wizard Skeletons Firecracker P.E.K.K.A The Log Goblinstein
Firecracker P.E.K.K.A The Log Electro Wizard
Electro Wizard
P.E.K.K.A
P.E.K.K.A

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.)

Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker The Log Goblinstein
Firecracker Goblinstein
Firecracker The Log
The Log Firecracker
The Log Firecracker
Electro Wizard
Firecracker The Log Electro Wizard
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log Electro Wizard
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log Goblinstein
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker Electro Wizard
Electro Wizard Firecracker Goblinstein
The Log
Firecracker Electro Wizard
P.E.K.K.A
Firecracker The Log
Electro Wizard Goblinstein
Firecracker Electro Wizard
The Log
Firecracker Electro Wizard
The Log Firecracker
Firecracker P.E.K.K.A
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard
P.E.K.K.A
Firecracker

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