My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Goblin Gang Firecracker Zappies

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Tombstone Battle Ram Zappies 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

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 Battle Ram

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.

Goblin Gang Battle Ram 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

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
Goblin Gang Battle Ram
Giant Snowball
Goblin Gang Tombstone Battle Ram Zappies
Zap
Goblin Gang Firecracker Tombstone Battle Ram Zappies
Barbarian Barrel
Goblin Gang Firecracker Tombstone Battle Ram Zappies
The Log
Goblin Gang Firecracker Tombstone Battle Ram Zappies
Earthquake
Goblin Gang Firecracker Tombstone Zappies
Arrows
Goblin Gang Firecracker Tombstone Zappies
Royal Delivery
Goblin Gang Firecracker Battle Ram Zappies P.E.K.K.A
Fireball
Goblin Gang Firecracker Tombstone Battle Ram Zappies
Poison
Goblin Gang Firecracker Tombstone Zappies
Lightning
Tombstone Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Tombstone Battle Ram 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.

Goblin Gang

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.

Zap The Log Goblin Gang Firecracker Tombstone Battle Ram Zappies P.E.K.K.A

Shortest cycle

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

10 Zap The Log Goblin Gang Firecracker

Attack Synergies 4 12

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
Firecracker Battle Ram P.E.K.K.A Zappies The Log
Goblin Gang
Firecracker Battle Ram P.E.K.K.A
Firecracker
Zap Goblin Gang Battle Ram Zappies P.E.K.K.A
Tombstone
Battle Ram
Zap The Log Goblin Gang Firecracker Zappies P.E.K.K.A
Zappies
Zap Firecracker Battle Ram P.E.K.K.A
P.E.K.K.A
Zap Goblin Gang Firecracker Battle Ram Zappies The Log
The Log
Battle Ram Zap P.E.K.K.A

Defense Synergies 2 17

Zap
Goblin Gang Firecracker Tombstone Zappies P.E.K.K.A The Log
Goblin Gang
Zap Firecracker Tombstone Zappies P.E.K.K.A The Log
Firecracker
The Log Zap Goblin Gang Tombstone Zappies P.E.K.K.A
Tombstone
Zap Goblin Gang Firecracker Zappies
Battle Ram
Zappies
Zap Goblin Gang Firecracker Tombstone P.E.K.K.A The Log
P.E.K.K.A
The Log Zap Goblin Gang Firecracker Zappies
The Log
Firecracker P.E.K.K.A Zap Goblin Gang Zappies

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 Firecracker Tombstone Zappies The Log
P.E.K.K.A Zap Goblin Gang Firecracker Tombstone Zappies The Log
Goblin Gang P.E.K.K.A Tombstone Zappies
P.E.K.K.A Goblin Gang Firecracker Tombstone Zappies
Firecracker Tombstone P.E.K.K.A The Log
Goblin Gang The Log Zap Firecracker Zappies
Zap Goblin Gang Firecracker Tombstone Zappies
Zap P.E.K.K.A The Log
Zappies P.E.K.K.A Goblin Gang Tombstone
Goblin Gang Firecracker Zappies
Goblin Gang Zap Firecracker Tombstone Zappies The Log
Zap Goblin Gang Firecracker Zappies
Tombstone P.E.K.K.A Zap Goblin Gang Zappies The Log
Zap Goblin Gang Firecracker Tombstone Zappies P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Tombstone Zappies
Zap Goblin Gang Zappies P.E.K.K.A The Log
Goblin Gang Firecracker Tombstone Zappies P.E.K.K.A
Tombstone Zap Goblin Gang Firecracker Zappies The Log
Zap The Log Firecracker Tombstone Zappies
P.E.K.K.A Zappies
Goblin Gang Firecracker Zappies P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang Zap Tombstone Zappies P.E.K.K.A
Zap Goblin Gang Firecracker The Log
Goblin Gang Tombstone Zappies P.E.K.K.A Zap The Log
Goblin Gang P.E.K.K.A Zap Zappies The Log
P.E.K.K.A Goblin Gang Tombstone Zappies
Firecracker Zap Goblin Gang Zappies
Goblin Gang P.E.K.K.A Tombstone Zappies
P.E.K.K.A Zappies
Zap P.E.K.K.A Firecracker Tombstone Zappies The Log
P.E.K.K.A Goblin Gang Tombstone Zappies
P.E.K.K.A Tombstone Zappies
P.E.K.K.A Zap The Log
P.E.K.K.A Goblin Gang Tombstone Zappies
Firecracker Zappies
Goblin Gang Tombstone Zappies Zap Firecracker P.E.K.K.A The Log
Zap Firecracker Zappies P.E.K.K.A The Log
Zap Tombstone

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 Zap The Log
The Log
Firecracker The Log
Zap Firecracker The Log
Firecracker Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Goblin Gang
Firecracker Zap The Log
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log
Zap Firecracker The Log
Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log
Firecracker The Log Zap
Zap The Log
Zap Firecracker The Log
Zap Firecracker
Zap Firecracker Zappies
Zap The Log
Zap Firecracker Zappies
P.E.K.K.A
Firecracker The Log
Zap Goblin Gang Tombstone Zappies
Zap Firecracker Zappies
The Log
Goblin Gang Firecracker
The Log Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Goblin Gang Firecracker Zappies The Log
Firecracker Zap Zappies
Zap Firecracker The Log
P.E.K.K.A
Firecracker

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