My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
Bad

3 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 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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 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 Goblin Giant 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.

Bats Goblin Giant P.E.K.K.A Mother Witch

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Goblin Curse Rage

Punishments

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

Goblin Gang Mini P.E.K.K.A Goblin Giant

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 Mini P.E.K.K.A Goblin Giant 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.

Mini P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Mini P.E.K.K.A Goblin Curse Rage P.E.K.K.A Mother Witch

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 Goblin Curse Rage Goblin Gang Mini P.E.K.K.A Mother Witch Goblin Giant P.E.K.K.A

Shortest cycle

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

9 Bats Goblin Curse Rage Goblin Gang

Attack Synergies 0 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
Mini P.E.K.K.A Rage Goblin Giant P.E.K.K.A
Goblin Gang
Mini P.E.K.K.A Goblin Giant P.E.K.K.A
Mini P.E.K.K.A
Bats Goblin Gang Rage Goblin Giant
Goblin Curse
Rage
Bats Mini P.E.K.K.A Goblin Giant Mother Witch
Goblin Giant
Bats Goblin Gang Mini P.E.K.K.A Rage Mother Witch
P.E.K.K.A
Bats Goblin Gang Mother Witch
Mother Witch
Rage Goblin Giant P.E.K.K.A

Defense Synergies 0 6

Bats
Mini P.E.K.K.A Goblin Giant P.E.K.K.A
Goblin Gang
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Bats Goblin Gang Mother Witch
Goblin Curse
Rage
Goblin Giant
Bats
P.E.K.K.A
Bats Goblin Gang
Mother Witch
Mini P.E.K.K.A

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.

Goblin Giant
Mini P.E.K.K.A P.E.K.K.A Bats Goblin Gang Goblin Curse
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Bats Goblin Curse
Mini P.E.K.K.A P.E.K.K.A Bats Goblin Gang Goblin Curse
Mini P.E.K.K.A P.E.K.K.A
Goblin Gang Bats Mother Witch
Bats Goblin Gang Goblin Curse
Goblin Giant P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Goblin Gang Goblin Curse
Goblin Gang Mini P.E.K.K.A
Bats Goblin Gang Goblin Curse Mother Witch Goblin Giant
Bats Goblin Gang Goblin Curse
Mini P.E.K.K.A P.E.K.K.A Bats Goblin Gang Goblin Curse
Bats Goblin Gang Mini P.E.K.K.A Goblin Curse P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Goblin Gang Goblin Curse
Goblin Gang Mini P.E.K.K.A Goblin Curse P.E.K.K.A
Bats Goblin Gang Mini P.E.K.K.A P.E.K.K.A
Bats Goblin Gang
Bats Goblin Curse Mother Witch
Mini P.E.K.K.A P.E.K.K.A Goblin Curse
Goblin Gang Bats Mini P.E.K.K.A Goblin Curse Goblin Giant P.E.K.K.A Mother Witch
P.E.K.K.A Mini 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 Mini P.E.K.K.A P.E.K.K.A
Goblin Gang Mini P.E.K.K.A
Goblin Gang P.E.K.K.A Bats Mini P.E.K.K.A Goblin Giant
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Bats Goblin Giant
P.E.K.K.A Goblin Gang Mini P.E.K.K.A Goblin Curse Goblin Giant
Mother Witch Bats Goblin Gang Goblin Curse Goblin Giant
Goblin Gang Mini P.E.K.K.A P.E.K.K.A Bats Goblin Giant
Mini P.E.K.K.A P.E.K.K.A Goblin Curse Goblin Giant
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Goblin Gang Goblin Curse Goblin Giant
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Goblin Giant
Mini P.E.K.K.A P.E.K.K.A Goblin Gang Goblin Curse Goblin Giant
Goblin Curse
Goblin Gang Bats Mini P.E.K.K.A Goblin Giant P.E.K.K.A
Bats Mini P.E.K.K.A Goblin Curse P.E.K.K.A Mother Witch

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.)

Goblin Curse
Goblin Giant
Goblin Curse
Mother Witch Bats Goblin Curse Goblin Giant
Goblin Curse
Bats Goblin Gang Mini P.E.K.K.A
Goblin Curse
Bats Mini P.E.K.K.A
Mini P.E.K.K.A
Goblin Curse Mother Witch
Goblin Curse Mother Witch
Goblin Curse
Bats Goblin Curse Mother Witch
Bats
Mini P.E.K.K.A
P.E.K.K.A
Goblin Curse
Bats Goblin Gang
Goblin Curse
Goblin Gang Mini P.E.K.K.A
P.E.K.K.A
Bats Goblin Gang
Bats
Goblin Giant
P.E.K.K.A

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