My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Mediocre
Versatility
Mediocre
F2P score
RIP

1 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 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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang Ram Rider

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.

Ram Rider

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel Ram Rider

Damage spells

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

Rage Tornado

Punishments

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

Goblin Gang Mini P.E.K.K.A Wall Breakers Goblin Barrel Ram Rider

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.

Goblin Gang Mini P.E.K.K.A Wall Breakers Ram Rider

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.

Mini P.E.K.K.A Goblin Barrel Ram Rider

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 Wall Breakers Goblin Barrel Guards Ram Rider
Giant Snowball
Goblin Gang Wall Breakers Goblin Barrel Guards Ram Rider
Zap
Goblin Gang Wall Breakers Goblin Barrel Guards Ram Rider
Barbarian Barrel
Goblin Gang Wall Breakers Goblin Barrel Guards
The Log
Goblin Gang Mini P.E.K.K.A Wall Breakers Goblin Barrel Guards Ram Rider
Earthquake
Goblin Gang Goblin Barrel Guards
Arrows
Goblin Gang Wall Breakers Goblin Barrel Guards
Royal Delivery
Goblin Gang Mini P.E.K.K.A Wall Breakers Goblin Barrel Guards Ram Rider
Fireball
Goblin Gang Wall Breakers Goblin Barrel Ram Rider
Poison
Goblin Gang Guards
Lightning
Mini P.E.K.K.A Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Tornado

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.

Mini P.E.K.K.A Rage Guards Tornado

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 Gang 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Rage Goblin Gang Goblin Barrel Guards Tornado Mini P.E.K.K.A Ram Rider

Shortest cycle

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

10 Wall Breakers Rage Goblin Gang Goblin Barrel

Attack Synergies 1 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.

Goblin Gang
Goblin Barrel Mini P.E.K.K.A
Mini P.E.K.K.A
Goblin Gang Rage Tornado Ram Rider
Wall Breakers
Rage
Mini P.E.K.K.A
Goblin Barrel
Goblin Gang Guards Ram Rider
Guards
Goblin Barrel Ram Rider
Tornado
Mini P.E.K.K.A Ram Rider
Ram Rider
Mini P.E.K.K.A Goblin Barrel Guards Tornado

Defense Synergies 0 6

Goblin Gang
Mini P.E.K.K.A Guards
Mini P.E.K.K.A
Goblin Gang Guards Tornado Ram Rider
Wall Breakers
Rage
Goblin Barrel
Guards
Goblin Gang Mini P.E.K.K.A
Tornado
Mini P.E.K.K.A Ram Rider
Ram Rider
Mini P.E.K.K.A Tornado

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.

Ram Rider
Mini P.E.K.K.A Goblin Gang Ram Rider
Goblin Gang Mini P.E.K.K.A Tornado Ram Rider
Mini P.E.K.K.A Goblin Gang Guards Ram Rider
Mini P.E.K.K.A Tornado
Goblin Gang Tornado Guards
Tornado Ram Rider Goblin Gang
Ram Rider
Mini P.E.K.K.A Goblin Gang Tornado
Goblin Gang Guards Tornado Mini P.E.K.K.A
Goblin Gang Guards Tornado Ram Rider
Goblin Gang Tornado Ram Rider
Mini P.E.K.K.A Goblin Gang Guards Ram Rider
Goblin Gang Mini P.E.K.K.A Guards Tornado
Mini P.E.K.K.A Goblin Gang Ram Rider
Tornado Goblin Gang Mini P.E.K.K.A Ram Rider
Goblin Gang Mini P.E.K.K.A Tornado
Goblin Gang Guards Tornado Ram Rider
Tornado Guards Ram Rider
Mini P.E.K.K.A Tornado Ram Rider
Goblin Gang Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Goblin Gang Mini P.E.K.K.A Guards
Goblin Gang Mini P.E.K.K.A
Goblin Gang Guards Mini P.E.K.K.A Ram Rider
Goblin Gang Mini P.E.K.K.A Guards Tornado Ram Rider
Goblin Gang Mini P.E.K.K.A Guards Ram Rider
Goblin Gang Tornado Ram Rider
Goblin Gang Mini P.E.K.K.A Guards Ram Rider
Mini P.E.K.K.A
Mini P.E.K.K.A Tornado
Goblin Gang Guards
Mini P.E.K.K.A Guards
Guards Tornado
Mini P.E.K.K.A Goblin Gang Guards Ram Rider
Goblin Gang Guards Mini P.E.K.K.A Tornado
Mini 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.)

Guards
Tornado Ram Rider
Guards
Tornado Ram Rider
Tornado
Tornado Ram Rider
Tornado Ram Rider
Goblin Gang Mini P.E.K.K.A Guards Tornado
Tornado Ram Rider
Tornado
Tornado
Mini P.E.K.K.A
Mini P.E.K.K.A
Tornado
Tornado
Tornado
Tornado
Tornado Ram Rider
Tornado Ram Rider
Tornado
Tornado
Guards
Mini P.E.K.K.A
Goblin Gang Guards
Tornado Ram Rider
Goblin Gang Mini P.E.K.K.A
Tornado
Goblin Gang Guards Tornado
Tornado
Tornado

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