My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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 Baby Dragon

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 Baby Dragon 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.

Earthquake

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.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Battle Healer Baby Dragon 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 Baby Dragon
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 Battle Healer Guards Baby Dragon P.E.K.K.A
Fireball
Goblin Gang Firecracker Battle Healer Baby Dragon
Poison
Bats Goblin Gang Firecracker Battle Healer Guards
Lightning
Battle Healer Baby Dragon
Rocket
Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake Baby Dragon

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 Battle Healer Guards 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Goblin Gang Firecracker Earthquake Guards Battle Healer Baby Dragon P.E.K.K.A

Shortest cycle

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

11 Bats Goblin Gang Firecracker Earthquake

Attack Synergies 1 14

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 Battle Healer Baby Dragon P.E.K.K.A
Goblin Gang
Firecracker Battle Healer Baby Dragon P.E.K.K.A
Firecracker
Bats Goblin Gang Earthquake Battle Healer Baby Dragon P.E.K.K.A
Earthquake
Firecracker P.E.K.K.A
Battle Healer
Baby Dragon Bats Goblin Gang Firecracker
Guards
Baby Dragon
Battle Healer Bats Goblin Gang Firecracker P.E.K.K.A
P.E.K.K.A
Bats Goblin Gang Firecracker Earthquake Baby Dragon

Defense Synergies 1 16

Bats
Firecracker Earthquake Battle Healer Baby Dragon P.E.K.K.A
Goblin Gang
Firecracker Battle Healer Guards P.E.K.K.A
Firecracker
Bats Goblin Gang Earthquake Battle Healer Guards Baby Dragon P.E.K.K.A
Earthquake
Bats Firecracker
Battle Healer
Baby Dragon Bats Goblin Gang Firecracker
Guards
Goblin Gang Firecracker Baby Dragon
Baby Dragon
Battle Healer Bats Firecracker Guards P.E.K.K.A
P.E.K.K.A
Bats Goblin Gang Firecracker 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.

Earthquake Firecracker Baby Dragon
P.E.K.K.A Bats Goblin Gang Firecracker Battle Healer
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A Bats Goblin Gang Firecracker Guards
Firecracker Earthquake Battle Healer P.E.K.K.A
Goblin Gang Bats Firecracker Earthquake Guards Baby Dragon
Bats Goblin Gang Firecracker Baby Dragon
Earthquake Battle Healer Baby Dragon P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang Guards Firecracker Battle Healer
Bats Goblin Gang Guards Firecracker Earthquake Baby Dragon
Bats Goblin Gang Firecracker Baby Dragon
P.E.K.K.A Bats Goblin Gang Earthquake Battle Healer Guards
Bats Goblin Gang Firecracker Earthquake Guards Baby Dragon P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang P.E.K.K.A
Bats Goblin Gang Firecracker P.E.K.K.A
Bats Goblin Gang Firecracker Battle Healer Guards Baby Dragon
Earthquake Baby Dragon Bats Firecracker Battle Healer Guards
P.E.K.K.A
Goblin Gang Bats Firecracker Earthquake Battle Healer Guards Baby Dragon 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 Guards Battle Healer P.E.K.K.A
Goblin Gang Firecracker Battle Healer Baby Dragon
Goblin Gang Guards P.E.K.K.A Bats Battle Healer
Goblin Gang Guards P.E.K.K.A Bats Battle Healer
P.E.K.K.A Goblin Gang Battle Healer Guards
Firecracker Bats Goblin Gang Baby Dragon
Goblin Gang Guards P.E.K.K.A Bats Battle Healer
P.E.K.K.A Battle Healer
P.E.K.K.A Bats Firecracker Baby Dragon
P.E.K.K.A Goblin Gang Guards
P.E.K.K.A Bats Guards
P.E.K.K.A Guards
P.E.K.K.A Goblin Gang Guards
Firecracker Baby Dragon
Goblin Gang Guards Bats Firecracker Battle Healer Baby Dragon P.E.K.K.A
Bats Firecracker Earthquake Battle Healer Baby Dragon 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.)

Earthquake Firecracker Guards Baby Dragon
Firecracker Baby Dragon
Earthquake Baby Dragon
Earthquake Firecracker Guards
Firecracker Earthquake Baby Dragon
Firecracker Bats Baby Dragon
Firecracker Earthquake Baby Dragon
Earthquake Firecracker Baby Dragon
Firecracker
Bats Goblin Gang Guards
Firecracker Earthquake
Firecracker Baby Dragon
Earthquake Firecracker Baby Dragon
Earthquake Firecracker Baby Dragon
Earthquake Firecracker Baby Dragon
Earthquake Firecracker Baby Dragon
Earthquake Firecracker Baby Dragon
Earthquake
Bats
Firecracker Earthquake Baby Dragon
Firecracker Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Firecracker Earthquake Baby Dragon
Firecracker Earthquake Baby Dragon
Baby Dragon
Firecracker Baby Dragon
Bats Firecracker Baby Dragon
Bats Firecracker Guards
Earthquake
Firecracker
P.E.K.K.A
Firecracker Earthquake
Earthquake Bats Goblin Gang Guards
Firecracker Baby Dragon
Goblin Gang Firecracker Baby Dragon
Firecracker Earthquake Baby Dragon
Firecracker P.E.K.K.A
Bats Goblin Gang Firecracker Guards Baby Dragon
Firecracker Bats
Firecracker Baby Dragon

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