My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
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 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 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Zappies Mother Witch

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.

Firecracker Zappies Giant Skeleton P.E.K.K.A Mother Witch Golden Knight

Offensive cards

Win conditions

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

Goblin Barrel

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 Barrel Golden Knight

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.

Barbarians 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 Goblin Barrel Giant Skeleton Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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.

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

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.

Barbarians 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.

Firecracker Goblin Barrel Zappies Mother Witch Golden Knight Barbarians Giant Skeleton P.E.K.K.A

Shortest cycle

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

14 Firecracker Goblin Barrel Zappies Mother Witch

Attack Synergies 0 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.

Firecracker
Zappies Goblin Barrel Giant Skeleton P.E.K.K.A
Barbarians
Zappies
Firecracker Goblin Barrel Giant Skeleton P.E.K.K.A
Goblin Barrel
Firecracker Zappies Giant Skeleton P.E.K.K.A Golden Knight
Giant Skeleton
Firecracker Zappies Goblin Barrel Mother Witch
P.E.K.K.A
Firecracker Zappies Goblin Barrel Mother Witch
Mother Witch
Giant Skeleton P.E.K.K.A
Golden Knight
Goblin Barrel

Defense Synergies 0 11

Firecracker
Zappies Giant Skeleton P.E.K.K.A Golden Knight
Barbarians
Zappies
Zappies
Firecracker Barbarians Giant Skeleton P.E.K.K.A Mother Witch Golden Knight
Goblin Barrel
Giant Skeleton
Firecracker Zappies Mother Witch
P.E.K.K.A
Firecracker Zappies
Mother Witch
Zappies Giant Skeleton Golden Knight
Golden Knight
Firecracker Zappies Mother Witch

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 Zappies Golden Knight
Barbarians P.E.K.K.A Firecracker Zappies
Barbarians P.E.K.K.A Zappies Giant Skeleton
Barbarians P.E.K.K.A Firecracker Zappies
Firecracker Barbarians Giant Skeleton P.E.K.K.A
Firecracker Zappies Mother Witch
Firecracker Zappies
Barbarians Giant Skeleton P.E.K.K.A Golden Knight
Barbarians Zappies P.E.K.K.A
Firecracker Barbarians Zappies Giant Skeleton
Barbarians Mother Witch Firecracker Zappies Giant Skeleton
Firecracker Zappies
Barbarians P.E.K.K.A Zappies Giant Skeleton
Firecracker Barbarians Zappies P.E.K.K.A Golden Knight
Barbarians P.E.K.K.A Zappies
Barbarians Zappies P.E.K.K.A
Barbarians Firecracker Zappies P.E.K.K.A
Firecracker Barbarians Zappies Golden Knight
Firecracker Barbarians Zappies Giant Skeleton Mother Witch
Barbarians P.E.K.K.A Zappies
Firecracker Barbarians Zappies 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.

Barbarians Zappies Giant Skeleton P.E.K.K.A
Firecracker
Barbarians Zappies Giant Skeleton P.E.K.K.A Golden Knight
Giant Skeleton P.E.K.K.A Barbarians Zappies
Barbarians Giant Skeleton P.E.K.K.A Zappies
Firecracker Mother Witch Zappies
P.E.K.K.A Barbarians Zappies Giant Skeleton
Giant Skeleton P.E.K.K.A Barbarians Zappies
Giant Skeleton P.E.K.K.A Firecracker Barbarians Zappies
P.E.K.K.A Barbarians Zappies
P.E.K.K.A Barbarians Zappies Giant Skeleton Golden Knight
P.E.K.K.A Barbarians Giant Skeleton
Barbarians Giant Skeleton P.E.K.K.A Zappies Golden Knight
Firecracker Barbarians Zappies
Barbarians Zappies Firecracker Giant Skeleton P.E.K.K.A Golden Knight
Firecracker Barbarians Zappies Giant Skeleton P.E.K.K.A Mother Witch Golden Knight

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 Giant Skeleton Golden Knight
Firecracker Golden Knight
Giant Skeleton
Firecracker Barbarians Giant Skeleton
Firecracker
Firecracker Mother Witch
Firecracker
Firecracker
Firecracker Golden Knight
Firecracker Golden Knight
Firecracker
Firecracker Golden Knight
Firecracker
Firecracker
Firecracker Golden Knight
Firecracker
Firecracker
Firecracker Mother Witch Golden Knight
Giant Skeleton
Barbarians
Firecracker Mother Witch
Firecracker Golden Knight
Golden Knight
Firecracker Golden Knight
Firecracker Mother Witch
Firecracker Zappies
Firecracker Zappies
P.E.K.K.A Giant Skeleton
Firecracker
Barbarians Zappies
Firecracker Zappies
Firecracker
Firecracker
Giant Skeleton
Firecracker P.E.K.K.A
Firecracker Zappies Giant Skeleton Golden Knight
Firecracker Zappies
Firecracker Giant Skeleton Golden Knight
P.E.K.K.A
Firecracker

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