My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
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.

Bats Goblin Gang Firecracker 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.

Bats Firecracker Witch Bowler P.E.K.K.A

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Bowler

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 Bowler 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 Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Arrows Goblin Gang Firecracker Witch Bowler P.E.K.K.A

Shortest cycle

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

8 Mirror Bats Arrows Goblin Gang

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.

Bats
Firecracker Bowler P.E.K.K.A
Arrows
Mirror P.E.K.K.A Bowler
Goblin Gang
Firecracker Mirror Bowler P.E.K.K.A
Firecracker
Bats Goblin Gang Mirror Bowler P.E.K.K.A
Mirror
Arrows Goblin Gang Firecracker
Witch
Bowler P.E.K.K.A
Bowler
Bats Arrows Goblin Gang Firecracker Witch
P.E.K.K.A
Arrows Bats Goblin Gang Firecracker Witch

Defense Synergies 1 12

Bats
Firecracker Bowler P.E.K.K.A
Arrows
Mirror Bowler P.E.K.K.A
Goblin Gang
Firecracker Mirror P.E.K.K.A
Firecracker
Bats Goblin Gang Mirror P.E.K.K.A
Mirror
Arrows Goblin Gang Firecracker Bowler
Witch
Bowler
Bowler
Bats Arrows Mirror Witch
P.E.K.K.A
Bats Arrows Goblin Gang Firecracker

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.

Bowler Firecracker
P.E.K.K.A Bats Goblin Gang Firecracker Witch
Goblin Gang Witch Bowler P.E.K.K.A Bats
Witch P.E.K.K.A Bats Goblin Gang Firecracker Bowler
Arrows Firecracker Bowler P.E.K.K.A
Arrows Goblin Gang Bowler Bats Firecracker
Bats Arrows Goblin Gang Firecracker Witch
Bowler Arrows P.E.K.K.A
Witch P.E.K.K.A Goblin Gang
Goblin Gang Firecracker Bowler
Bats Goblin Gang Witch Arrows Firecracker Bowler
Arrows Bats Goblin Gang Firecracker Witch
Bowler P.E.K.K.A Bats Goblin Gang Witch
Bowler Bats Arrows Goblin Gang Firecracker Witch P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang Bowler P.E.K.K.A
Bats Arrows Goblin Gang Firecracker Witch Bowler P.E.K.K.A
Arrows Bats Goblin Gang Firecracker Witch Bowler
Arrows Witch Bats Firecracker Bowler
P.E.K.K.A
Goblin Gang Bowler Bats Arrows Firecracker Witch 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 Witch Bowler P.E.K.K.A
Arrows Goblin Gang Firecracker Bowler
Goblin Gang P.E.K.K.A Bats Witch Bowler
Goblin Gang Bowler P.E.K.K.A Bats
P.E.K.K.A Goblin Gang Witch Bowler
Arrows Firecracker Bats Goblin Gang Witch
Goblin Gang P.E.K.K.A Bats Witch Bowler
P.E.K.K.A
P.E.K.K.A Bats Firecracker Witch
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Witch Bowler
P.E.K.K.A Arrows Bowler
Bowler P.E.K.K.A Goblin Gang Witch
Firecracker Witch Bowler
Goblin Gang Witch Bats Firecracker Bowler P.E.K.K.A
Bats Arrows Bowler Firecracker Witch P.E.K.K.A
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
Arrows Firecracker Bowler
Arrows
Arrows Firecracker
Arrows Firecracker Bowler
Arrows Firecracker Bats Witch
Arrows Firecracker Witch Bowler
Arrows Firecracker Bowler
Arrows Firecracker
Bats Goblin Gang Bowler
Firecracker Arrows Bowler
Arrows Firecracker
Firecracker Bowler
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Witch Bowler
Arrows Firecracker Bowler
Arrows
Bats
Arrows Firecracker Bowler
Arrows Firecracker Witch Bowler
Bowler
Arrows
Bowler
Arrows
Arrows Firecracker Witch Bowler
Witch
Arrows Firecracker Witch Bowler
Arrows Witch Bowler
Arrows Firecracker
Bats Arrows Firecracker Witch
Bats Firecracker Witch
Bowler
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Bowler
Bats Goblin Gang Witch
Arrows Firecracker Witch
Arrows
Goblin Gang Firecracker Bowler
Arrows Firecracker Bowler
Arrows
Firecracker P.E.K.K.A
Bats Goblin Gang Firecracker Witch Bowler
Firecracker Bats Witch
Firecracker Witch Bowler
P.E.K.K.A
Firecracker Bowler

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