My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Spear Goblins Goblin Gang Hunter 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.

Spear Goblins Hunter P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage

Punishments

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

Goblin Gang

Pump responses

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

Missing

Dropped at the bridge

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

Fire Spirit Spear Goblins Goblin Gang 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.

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
Spear Goblins Goblin Gang
Giant Snowball
Fire Spirit Spear Goblins Goblin Gang
Zap
Fire Spirit Spear Goblins Goblin Gang
Barbarian Barrel
Fire Spirit Spear Goblins Goblin Gang Hunter Electro Wizard
The Log
Fire Spirit Spear Goblins Goblin Gang Hunter
Earthquake
Spear Goblins Goblin Gang
Arrows
Fire Spirit Spear Goblins Goblin Gang
Royal Delivery
Fire Spirit Spear Goblins Goblin Gang Hunter P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Hunter Electro Wizard
Poison
Spear Goblins Goblin Gang Hunter Electro Wizard
Lightning
Hunter Electro Wizard
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Hunter

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.

Fire Spirit Spear Goblins Rage 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.

Fire Spirit Goblin Gang 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Spear Goblins Zap Rage Goblin Gang Hunter Electro Wizard P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Spear Goblins Zap Rage

Attack Synergies 4 7

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.

Fire Spirit
P.E.K.K.A Zap
Spear Goblins
Zap Goblin Gang
Zap
P.E.K.K.A Electro Wizard Fire Spirit Spear Goblins Hunter
Goblin Gang
Spear Goblins P.E.K.K.A
Rage
Electro Wizard
Hunter
Zap P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Electro Wizard Goblin Gang Hunter
Electro Wizard
Zap P.E.K.K.A Rage

Defense Synergies 1 16

Fire Spirit
Spear Goblins Zap P.E.K.K.A Electro Wizard
Spear Goblins
Fire Spirit Zap Goblin Gang P.E.K.K.A Electro Wizard
Zap
Electro Wizard Fire Spirit Spear Goblins Goblin Gang Hunter P.E.K.K.A
Goblin Gang
Spear Goblins Zap P.E.K.K.A Electro Wizard
Rage
Hunter
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Spear Goblins Zap Goblin Gang Hunter Electro Wizard
Electro Wizard
Zap Fire Spirit Spear Goblins Goblin Gang Hunter 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.

Spear Goblins Zap Electro Wizard
Hunter P.E.K.K.A Zap Goblin Gang Electro Wizard
Goblin Gang Hunter P.E.K.K.A Fire Spirit Electro Wizard
Hunter P.E.K.K.A Goblin Gang Electro Wizard
P.E.K.K.A
Goblin Gang Fire Spirit Spear Goblins Zap Hunter Electro Wizard
Hunter Electro Wizard Fire Spirit Spear Goblins Zap Goblin Gang
Zap P.E.K.K.A Electro Wizard
Hunter P.E.K.K.A Goblin Gang
Goblin Gang Fire Spirit Spear Goblins Hunter Electro Wizard
Goblin Gang Electro Wizard Spear Goblins Zap Hunter
Hunter Spear Goblins Zap Goblin Gang Electro Wizard
Hunter P.E.K.K.A Fire Spirit Zap Goblin Gang Electro Wizard
Fire Spirit Zap Goblin Gang Hunter P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Hunter Electro Wizard
Zap Goblin Gang Hunter P.E.K.K.A Electro Wizard
Goblin Gang Hunter P.E.K.K.A Electro Wizard
Fire Spirit Spear Goblins Zap Goblin Gang Hunter Electro Wizard
Zap Hunter Fire Spirit Spear Goblins Electro Wizard
P.E.K.K.A Hunter Electro Wizard
Goblin Gang Fire Spirit Spear Goblins Hunter P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Spear Goblins Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang Hunter
Goblin Gang P.E.K.K.A Spear Goblins Zap Hunter Electro Wizard
Goblin Gang Hunter P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Hunter
Fire Spirit Zap Goblin Gang Hunter Electro Wizard
Goblin Gang P.E.K.K.A Spear Goblins Hunter Electro Wizard
P.E.K.K.A Hunter
Zap P.E.K.K.A Electro Wizard Spear Goblins
P.E.K.K.A Goblin Gang
P.E.K.K.A Hunter
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Hunter
Goblin Gang Electro Wizard Spear Goblins Zap Hunter P.E.K.K.A
Zap Hunter P.E.K.K.A 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.)

Zap Electro Wizard
Fire Spirit Zap
Fire Spirit Spear Goblins Zap Hunter
Fire Spirit
Fire Spirit Zap Hunter
Zap
Fire Spirit Goblin Gang Electro Wizard
Zap Electro Wizard
Fire Spirit Zap
Fire Spirit Hunter
Zap
Spear Goblins Zap Hunter
Fire Spirit Zap Hunter Electro Wizard
Fire Spirit Zap
Zap
Zap Fire Spirit Hunter
Zap Hunter Electro Wizard
Zap
Zap
Fire Spirit Zap Hunter Electro Wizard
Zap Electro Wizard
Zap Hunter
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Fire Spirit Spear Goblins Goblin Gang
Fire Spirit Zap Hunter Electro Wizard
Goblin Gang Hunter Electro Wizard
Zap
Zap
P.E.K.K.A
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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