My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins

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 Spear Goblins Battle Ram 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 Hog Rider Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Battle Ram 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.

Spear Goblins Battle Ram 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.

Hog Rider Goblin Barrel

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 Spear Goblins Battle Ram Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Skeletons Spear Goblins Battle Ram Hog Rider Goblin Barrel Skeleton Army
Zap
Skeletons Spear Goblins Battle Ram Goblin Barrel Skeleton Army
Barbarian Barrel
Skeletons Spear Goblins Battle Ram Goblin Barrel Skeleton Army
The Log
Skeletons Spear Goblins Battle Ram Hog Rider Goblin Barrel Skeleton Army
Earthquake
Skeletons Spear Goblins Hog Rider Goblin Barrel Skeleton Army
Arrows
Skeletons Spear Goblins Goblin Barrel Skeleton Army
Royal Delivery
Skeletons Spear Goblins Battle Ram Hog Rider Goblin Barrel Skeleton Army P.E.K.K.A
Fireball
Battle Ram Hog Rider Goblin Barrel Skeleton Army
Poison
Spear Goblins Skeleton Army
Lightning
Battle Ram
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Spear Goblins Arrows Battle Ram Skeleton Army 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 Skeleton Army

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

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.

Skeletons Spear Goblins Arrows Goblin Barrel Skeleton Army Battle Ram Hog Rider P.E.K.K.A

Shortest cycle

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

9 Skeletons Spear Goblins Arrows Goblin Barrel

Attack Synergies 4 8

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
Spear Goblins
Hog Rider Goblin Barrel Battle Ram
Arrows
Hog Rider P.E.K.K.A Battle Ram Goblin Barrel
Battle Ram
Spear Goblins Arrows Goblin Barrel P.E.K.K.A
Hog Rider
Spear Goblins Arrows Goblin Barrel
Goblin Barrel
Spear Goblins Arrows Battle Ram Hog Rider Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
P.E.K.K.A
Arrows Battle Ram Goblin Barrel

Defense Synergies 0 6

Skeletons
Spear Goblins P.E.K.K.A
Spear Goblins
Skeletons Arrows Skeleton Army P.E.K.K.A
Arrows
Spear Goblins P.E.K.K.A
Battle Ram
Hog Rider
Goblin Barrel
Skeleton Army
Spear Goblins
P.E.K.K.A
Skeletons Spear Goblins Arrows

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
Skeleton Army P.E.K.K.A Skeletons
Skeleton Army P.E.K.K.A Skeletons
Skeleton Army P.E.K.K.A Skeletons
Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Skeletons Spear Goblins
Spear Goblins Arrows
Arrows P.E.K.K.A
P.E.K.K.A Skeletons Skeleton Army
Skeleton Army Skeletons Spear Goblins
Skeleton Army Skeletons Spear Goblins Arrows
Arrows Spear Goblins
Skeleton Army P.E.K.K.A Skeletons
Skeleton Army Arrows P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeletons Arrows Skeleton Army P.E.K.K.A
Arrows Spear Goblins Skeleton Army
Arrows Spear Goblins
P.E.K.K.A
Skeleton Army Spear Goblins Arrows P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Skeletons Spear Goblins P.E.K.K.A
Arrows
Skeleton Army P.E.K.K.A Skeletons Spear Goblins
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeletons Skeleton Army
Arrows Skeletons
Skeleton Army P.E.K.K.A Skeletons Spear Goblins
P.E.K.K.A Skeleton Army
P.E.K.K.A Skeletons Spear Goblins Skeleton Army
P.E.K.K.A Skeletons Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Skeletons
Skeleton Army
Skeleton Army Skeletons Spear Goblins P.E.K.K.A
Arrows P.E.K.K.A
Arrows
P.E.K.K.A
P.E.K.K.A Skeleton Army

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.)

Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Spear Goblins
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Spear Goblins Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
Arrows
Spear Goblins Skeleton Army
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
P.E.K.K.A

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