My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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.

Bats Goblin Gang Firecracker

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.

Bats Firecracker P.E.K.K.A Goblinstein

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.

Arrows The Log

Punishments

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

Goblin Gang

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 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
Bats Goblin Gang Guards
Giant Snowball
Bats Goblin Gang Guards
Zap
Bats Goblin Gang Firecracker Guards
Barbarian Barrel
Goblin Gang Firecracker Guards
The Log
Goblin Gang Firecracker Guards
Earthquake
Goblin Gang Firecracker Guards
Arrows
Bats Goblin Gang Firecracker Guards
Royal Delivery
Bats Goblin Gang Firecracker Guards P.E.K.K.A
Fireball
Goblin Gang Firecracker
Poison
Bats Goblin Gang Firecracker Guards
Lightning
Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Bats Arrows Guards 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Arrows Goblin Gang Firecracker Guards Goblinstein P.E.K.K.A

Shortest cycle

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

10 Bats The Log Arrows Goblin Gang

Attack Synergies 1 7

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.

Bats
Firecracker P.E.K.K.A
Arrows
P.E.K.K.A
Goblin Gang
Firecracker P.E.K.K.A
Firecracker
Bats Goblin Gang P.E.K.K.A
Guards
The Log
P.E.K.K.A
Arrows Bats Goblin Gang Firecracker The Log
The Log
Guards P.E.K.K.A
Goblinstein

Defense Synergies 2 11

Bats
Firecracker P.E.K.K.A The Log
Arrows
P.E.K.K.A
Goblin Gang
Firecracker Guards P.E.K.K.A The Log
Firecracker
The Log Bats Goblin Gang Guards P.E.K.K.A
Guards
Goblin Gang Firecracker The Log
P.E.K.K.A
The Log Bats Arrows Goblin Gang Firecracker
The Log
Firecracker P.E.K.K.A Bats Goblin Gang Guards
Goblinstein

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 The Log
P.E.K.K.A Bats Goblin Gang Firecracker The Log
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A Bats Goblin Gang Firecracker Guards
Arrows Firecracker P.E.K.K.A The Log
Arrows Goblin Gang The Log Bats Firecracker Guards
Bats Arrows Goblin Gang Firecracker
Arrows P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Goblin Gang Guards Firecracker
Bats Goblin Gang Guards Arrows Firecracker The Log
Arrows Bats Goblin Gang Firecracker
P.E.K.K.A Bats Goblin Gang Guards The Log
Bats Arrows Goblin Gang Firecracker Guards P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Goblin Gang P.E.K.K.A The Log
Bats Arrows Goblin Gang Firecracker P.E.K.K.A
Arrows Bats Goblin Gang Firecracker Guards The Log
Arrows The Log Bats Firecracker Guards
P.E.K.K.A
Goblin Gang Bats Arrows Firecracker Guards 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 Guards P.E.K.K.A
Arrows Goblin Gang Firecracker The Log
Goblin Gang Guards P.E.K.K.A Bats The Log
Goblin Gang Guards P.E.K.K.A Bats The Log
P.E.K.K.A Goblin Gang Guards
Arrows Firecracker Bats Goblin Gang
Goblin Gang Guards P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Bats Firecracker The Log
P.E.K.K.A Goblin Gang Guards
P.E.K.K.A Bats Guards
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Goblin Gang Guards
Firecracker
Goblin Gang Guards Bats Firecracker P.E.K.K.A The Log
Bats Arrows Firecracker P.E.K.K.A The Log
Arrows

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.)

Arrows Firecracker Guards The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker Guards The Log
Arrows Firecracker The Log
Arrows Firecracker Bats
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Bats Goblin Gang Guards
Firecracker Arrows The Log
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Bats
Arrows Firecracker The Log
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Bats Arrows Firecracker
Bats Firecracker Guards
Arrows The Log
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Bats Goblin Gang Guards
Arrows Firecracker
Arrows The Log
Goblin Gang Firecracker
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Bats Goblin Gang Firecracker Guards The Log
Firecracker Bats
Firecracker The Log
P.E.K.K.A
Firecracker

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