My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. 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 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 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 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!
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 Baby Dragon Goblin Giant 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.

Elixir Golem Baby Dragon Goblin Giant P.E.K.K.A Ram Rider Skeleton King

Offensive cards

Win conditions

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

Elixir Golem Goblin Giant Ram Rider

Damage spells

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

Missing

Punishments

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

Goblin Gang Elixir Golem Goblin Giant Ram Rider

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 Elixir Golem Battle Healer Baby Dragon Goblin Giant P.E.K.K.A Ram Rider Skeleton King

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.

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 Elixir Golem Ram Rider Skeleton King
Giant Snowball
Goblin Gang Baby Dragon Ram Rider Skeleton King
Zap
Goblin Gang Goblin Giant Ram Rider Skeleton King
Barbarian Barrel
Goblin Gang Elixir Golem Skeleton King
The Log
Goblin Gang Elixir Golem Ram Rider Skeleton King
Earthquake
Goblin Gang Elixir Golem Skeleton King
Arrows
Goblin Gang Skeleton King
Royal Delivery
Goblin Gang Elixir Golem Battle Healer Baby Dragon P.E.K.K.A Ram Rider Skeleton King
Fireball
Goblin Gang Elixir Golem Battle Healer Baby Dragon Ram Rider Skeleton King
Poison
Goblin Gang Elixir Golem Battle Healer Skeleton King
Lightning
Battle Healer Baby Dragon Ram Rider Skeleton King
Rocket
Battle Healer Ram Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Skeleton King

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.

Elixir Golem Battle Healer Baby Dragon 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Elixir Golem Battle Healer Baby Dragon Skeleton King Ram Rider Goblin Giant P.E.K.K.A

Shortest cycle

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

14 Goblin Gang Elixir Golem Battle Healer Baby Dragon

Attack Synergies 2 13

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
Elixir Golem Battle Healer Baby Dragon Goblin Giant P.E.K.K.A Skeleton King
Elixir Golem
Battle Healer Goblin Gang Baby Dragon
Battle Healer
Elixir Golem Baby Dragon Goblin Gang Goblin Giant Ram Rider
Baby Dragon
Battle Healer Goblin Gang Elixir Golem Goblin Giant P.E.K.K.A Ram Rider
Goblin Giant
Goblin Gang Battle Healer Baby Dragon
P.E.K.K.A
Goblin Gang Baby Dragon Ram Rider
Ram Rider
Battle Healer Baby Dragon P.E.K.K.A
Skeleton King
Goblin Gang

Defense Synergies 1 4

Goblin Gang
Battle Healer P.E.K.K.A
Elixir Golem
Battle Healer
Baby Dragon Goblin Gang
Baby Dragon
Battle Healer P.E.K.K.A Skeleton King
Goblin Giant
P.E.K.K.A
Goblin Gang Baby Dragon
Ram Rider
Skeleton King
Baby Dragon

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.

Baby Dragon Goblin Giant Ram Rider
P.E.K.K.A Goblin Gang Battle Healer Ram Rider
Goblin Gang P.E.K.K.A Ram Rider
P.E.K.K.A Goblin Gang Ram Rider Skeleton King
Battle Healer P.E.K.K.A
Goblin Gang Baby Dragon
Ram Rider Goblin Gang Baby Dragon
Battle Healer Baby Dragon Goblin Giant P.E.K.K.A Ram Rider
P.E.K.K.A Goblin Gang Skeleton King
Goblin Gang Battle Healer
Goblin Gang Baby Dragon Goblin Giant Ram Rider Skeleton King
Goblin Gang Baby Dragon Ram Rider
P.E.K.K.A Goblin Gang Battle Healer Ram Rider
Goblin Gang Baby Dragon P.E.K.K.A Skeleton King
P.E.K.K.A Goblin Gang Ram Rider Skeleton King
Goblin Gang P.E.K.K.A Ram Rider
Goblin Gang P.E.K.K.A
Goblin Gang Battle Healer Baby Dragon Ram Rider
Baby Dragon Battle Healer Ram Rider
P.E.K.K.A Ram Rider
Goblin Gang Battle Healer Baby Dragon Goblin Giant P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Battle Healer P.E.K.K.A
Goblin Gang Battle Healer Baby Dragon
Goblin Gang P.E.K.K.A Battle Healer Goblin Giant Ram Rider
Goblin Gang P.E.K.K.A Battle Healer Goblin Giant Ram Rider
P.E.K.K.A Goblin Gang Battle Healer Goblin Giant Ram Rider
Goblin Gang Baby Dragon Goblin Giant Ram Rider
Goblin Gang P.E.K.K.A Battle Healer Goblin Giant Ram Rider
P.E.K.K.A Battle Healer Goblin Giant
P.E.K.K.A Baby Dragon
P.E.K.K.A Goblin Gang Goblin Giant
P.E.K.K.A
P.E.K.K.A Goblin Giant
P.E.K.K.A Goblin Gang Goblin Giant Ram Rider Skeleton King
Baby Dragon
Goblin Gang Battle Healer Baby Dragon Goblin Giant P.E.K.K.A Skeleton King
Battle Healer Baby Dragon P.E.K.K.A Skeleton King

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.)

Baby Dragon
Baby Dragon Ram Rider
Baby Dragon Goblin Giant
Baby Dragon
Baby Dragon Goblin Giant Ram Rider
Baby Dragon
Baby Dragon Ram Rider
Ram Rider
Goblin Gang
Ram Rider
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Ram Rider
Baby Dragon Ram Rider
Baby Dragon
Baby Dragon
P.E.K.K.A
Goblin Gang
Baby Dragon Ram Rider
Goblin Gang Baby Dragon
Baby Dragon Skeleton King
P.E.K.K.A
Goblin Gang Baby Dragon Skeleton King
Baby Dragon Goblin Giant
P.E.K.K.A

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