My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Firecracker Mother Witch

Defensive buildings

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

Goblin Cage

Investments

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

Firecracker Suspicious Bush Goblin Cage Giant Skeleton P.E.K.K.A Mother Witch

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.

Void

Pump responses

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

Void

Dropped at the bridge

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

Giant Skeleton 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 Giant Skeleton Goblin Machine

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
Giant Skeleton
Giant Snowball
Zap
Firecracker
Barbarian Barrel
Firecracker Goblin Cage Giant Skeleton
The Log
Firecracker Suspicious Bush Goblin Cage Giant Skeleton
Earthquake
Firecracker Goblin Cage
Arrows
Firecracker Suspicious Bush
Royal Delivery
Firecracker Goblin Cage Giant Skeleton P.E.K.K.A Mother Witch
Fireball
Firecracker Suspicious Bush Goblin Cage Mother Witch
Poison
Firecracker Suspicious Bush Goblin Cage Mother Witch
Lightning
Goblin Cage Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Goblin Machine

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.

Suspicious Bush Giant Skeleton P.E.K.K.A Mother Witch Goblin Machine

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.

Suspicious Bush Firecracker Void Goblin Cage Mother Witch Goblin Machine Giant Skeleton P.E.K.K.A

Shortest cycle

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

12 Suspicious Bush Firecracker Void Goblin Cage

Attack Synergies 0 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.

Firecracker
Goblin Cage Giant Skeleton P.E.K.K.A
Suspicious Bush
Goblin Cage
Firecracker Giant Skeleton
Void
Giant Skeleton
Firecracker Goblin Cage Mother Witch
P.E.K.K.A
Firecracker Mother Witch
Mother Witch
Giant Skeleton P.E.K.K.A
Goblin Machine

Defense Synergies 0 5

Firecracker
Goblin Cage Giant Skeleton P.E.K.K.A
Suspicious Bush
Goblin Cage
Firecracker Mother Witch
Void
Giant Skeleton
Firecracker Mother Witch
P.E.K.K.A
Firecracker
Mother Witch
Goblin Cage Giant Skeleton
Goblin Machine

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 Goblin Cage Void
P.E.K.K.A Firecracker Goblin Cage
Goblin Cage P.E.K.K.A Void Giant Skeleton
Goblin Cage P.E.K.K.A Firecracker
Firecracker Goblin Cage Giant Skeleton P.E.K.K.A
Firecracker Mother Witch
Firecracker Goblin Cage Void
Goblin Cage Void Giant Skeleton P.E.K.K.A
P.E.K.K.A Goblin Cage
Firecracker Giant Skeleton
Mother Witch Firecracker Giant Skeleton
Firecracker
Goblin Cage P.E.K.K.A Giant Skeleton
Firecracker Goblin Cage P.E.K.K.A
P.E.K.K.A Goblin Cage
Goblin Cage P.E.K.K.A
Firecracker Goblin Cage P.E.K.K.A
Goblin Cage Firecracker
Goblin Cage Firecracker Giant Skeleton Mother Witch
P.E.K.K.A Goblin Cage
Firecracker Giant Skeleton P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Goblin Cage Void Giant Skeleton P.E.K.K.A
Void Firecracker
Giant Skeleton P.E.K.K.A Goblin Cage
Giant Skeleton P.E.K.K.A Goblin Cage
Giant Skeleton P.E.K.K.A Goblin Cage
Firecracker Mother Witch
P.E.K.K.A Goblin Cage Void Giant Skeleton
Giant Skeleton P.E.K.K.A Goblin Cage
Goblin Cage Void Giant Skeleton P.E.K.K.A Firecracker
P.E.K.K.A Goblin Cage
P.E.K.K.A Goblin Cage Giant Skeleton
P.E.K.K.A Goblin Cage Void Giant Skeleton
Giant Skeleton P.E.K.K.A Goblin Cage
Firecracker Goblin Cage
Firecracker Goblin Cage Giant Skeleton P.E.K.K.A
Firecracker Goblin Cage Giant Skeleton P.E.K.K.A Mother Witch
Goblin Cage Void

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.)

Void Firecracker Giant Skeleton
Firecracker Void
Void Giant Skeleton
Firecracker Void Giant Skeleton
Firecracker
Firecracker Mother Witch
Firecracker
Firecracker
Void Firecracker
Void
Firecracker Void
Void Firecracker
Firecracker Void
Firecracker Void
Firecracker
Firecracker
Firecracker
Void Firecracker
Firecracker Mother Witch
Void Giant Skeleton
Void
Void
Void
Firecracker Mother Witch
Firecracker Void
Void
Void Firecracker
Firecracker Mother Witch
Firecracker Void
Void
Void
Void Firecracker
P.E.K.K.A Giant Skeleton
Firecracker
Void
Firecracker
Void Firecracker
Firecracker
Void Giant Skeleton
Firecracker P.E.K.K.A
Firecracker Giant Skeleton
Firecracker Void
Void Firecracker Giant Skeleton

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