My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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 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 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 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!
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.

Goblin Gang Firecracker Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Elixir Golem Baby Dragon Mega Knight Golden Knight

Offensive cards

Win conditions

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

Elixir Golem

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 Gang Elixir Golem Mini P.E.K.K.A Mega Knight Golden Knight

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 Elixir Golem Mini P.E.K.K.A Baby Dragon Mega Knight

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 Mini P.E.K.K.A 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 Gang Elixir Golem
Giant Snowball
Cannon Goblin Gang Baby Dragon
Zap
Cannon Goblin Gang Firecracker
Barbarian Barrel
Cannon Goblin Gang Firecracker Elixir Golem
The Log
Cannon Goblin Gang Firecracker Elixir Golem Mini P.E.K.K.A
Earthquake
Cannon Goblin Gang Firecracker Elixir Golem
Arrows
Goblin Gang Firecracker
Royal Delivery
Goblin Gang Firecracker Elixir Golem Mini P.E.K.K.A Baby Dragon
Fireball
Cannon Goblin Gang Firecracker Elixir Golem Baby Dragon
Poison
Cannon Goblin Gang Firecracker Elixir Golem
Lightning
Cannon Mini P.E.K.K.A Baby Dragon
Rocket

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 Baby Dragon Mega Knight

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.

Elixir Golem Mini P.E.K.K.A Baby Dragon Mega Knight

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Cannon Goblin Gang Firecracker Elixir Golem Mini P.E.K.K.A Baby Dragon Golden Knight Mega Knight

Shortest cycle

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

12 Cannon Goblin Gang Firecracker Elixir Golem

Attack Synergies 1 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.

Cannon
Goblin Gang
Firecracker Elixir Golem Mini P.E.K.K.A Baby Dragon
Firecracker
Elixir Golem Goblin Gang Mini P.E.K.K.A Baby Dragon Mega Knight
Elixir Golem
Firecracker Goblin Gang Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Goblin Gang Firecracker Elixir Golem Baby Dragon Mega Knight
Baby Dragon
Goblin Gang Firecracker Elixir Golem Mini P.E.K.K.A Mega Knight
Mega Knight
Firecracker Mini P.E.K.K.A Baby Dragon
Golden Knight

Defense Synergies 0 12

Cannon
Goblin Gang Firecracker Mini P.E.K.K.A Baby Dragon
Goblin Gang
Cannon Firecracker Mini P.E.K.K.A
Firecracker
Cannon Goblin Gang Mini P.E.K.K.A Baby Dragon Mega Knight Golden Knight
Elixir Golem
Mini P.E.K.K.A
Cannon Goblin Gang Firecracker Baby Dragon
Baby Dragon
Cannon Firecracker Mini P.E.K.K.A Mega Knight
Mega Knight
Firecracker Baby Dragon
Golden Knight
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.

Cannon Firecracker Baby Dragon Golden Knight
Mini P.E.K.K.A Cannon Goblin Gang Firecracker Mega Knight
Cannon Goblin Gang Mini P.E.K.K.A Mega Knight
Cannon Mini P.E.K.K.A Goblin Gang Firecracker Mega Knight
Firecracker Mini P.E.K.K.A Mega Knight
Goblin Gang Cannon Firecracker Baby Dragon Mega Knight
Cannon Goblin Gang Firecracker Baby Dragon
Cannon Baby Dragon Mega Knight Golden Knight
Cannon Mini P.E.K.K.A Goblin Gang
Goblin Gang Cannon Firecracker Mini P.E.K.K.A Mega Knight
Goblin Gang Cannon Firecracker Baby Dragon Mega Knight
Goblin Gang Firecracker Baby Dragon
Cannon Mini P.E.K.K.A Mega Knight Goblin Gang
Mega Knight Cannon Goblin Gang Firecracker Mini P.E.K.K.A Baby Dragon Golden Knight
Mini P.E.K.K.A Cannon Goblin Gang Mega Knight
Cannon Goblin Gang Mini P.E.K.K.A Mega Knight
Mega Knight Cannon Goblin Gang Firecracker Mini P.E.K.K.A
Cannon Mega Knight Goblin Gang Firecracker Baby Dragon Golden Knight
Baby Dragon Cannon Firecracker Mega Knight
Mini P.E.K.K.A Cannon
Goblin Gang Mega Knight Cannon Firecracker Mini P.E.K.K.A Baby Dragon

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 Mega Knight
Goblin Gang Firecracker Mini P.E.K.K.A Baby Dragon Mega Knight
Goblin Gang Mega Knight Mini P.E.K.K.A Golden Knight
Goblin Gang Mini P.E.K.K.A Mega Knight
Cannon Goblin Gang Mini P.E.K.K.A Mega Knight
Firecracker Goblin Gang Baby Dragon
Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Mega Knight Firecracker Mini P.E.K.K.A Baby Dragon
Cannon Goblin Gang
Mega Knight Mini P.E.K.K.A Golden Knight
Mega Knight
Mini P.E.K.K.A Mega Knight Cannon Goblin Gang Golden Knight
Cannon Firecracker Baby Dragon Mega Knight
Goblin Gang Firecracker Mini P.E.K.K.A Baby Dragon Golden Knight
Mega Knight Cannon Firecracker Mini P.E.K.K.A Baby Dragon Golden Knight
Cannon

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 Baby Dragon Golden Knight
Firecracker Baby Dragon Golden Knight
Baby Dragon
Firecracker
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Golden Knight
Goblin Gang Mini P.E.K.K.A
Firecracker Golden Knight
Firecracker Baby Dragon
Firecracker Baby Dragon Golden Knight
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon Golden Knight
Firecracker Baby Dragon Mega Knight
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Baby Dragon Mega Knight
Firecracker Baby Dragon Mega Knight Golden Knight
Baby Dragon Mega Knight
Baby Dragon
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon Golden Knight
Baby Dragon Mega Knight Golden Knight
Firecracker Baby Dragon Golden Knight
Firecracker Baby Dragon
Firecracker
Mini P.E.K.K.A
Mega Knight
Firecracker
Mega Knight
Firecracker
Goblin Gang
Firecracker Baby Dragon
Goblin Gang Firecracker Mini P.E.K.K.A Baby Dragon Mega Knight
Firecracker Baby Dragon
Firecracker Mega Knight
Goblin Gang Firecracker Baby Dragon Golden Knight
Firecracker
Firecracker Baby Dragon Mega Knight Golden Knight
Firecracker Mega Knight

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