My Best Clash Royale Deck

Deck Check Rating

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

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 Witch Goblin Giant

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 Witch Balloon Goblin Giant P.E.K.K.A

Offensive cards

Win conditions

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

Balloon Goblin Giant

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 Balloon 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 Balloon 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.

Firecracker Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Bad

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 Skeleton Army Witch Balloon Goblin Giant P.E.K.K.A

Shortest cycle

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

12 Cannon Goblin Gang Firecracker Skeleton Army

Attack Synergies 0 10

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 Balloon Goblin Giant P.E.K.K.A
Firecracker
Goblin Gang Balloon Goblin Giant P.E.K.K.A
Skeleton Army
Witch
Goblin Giant P.E.K.K.A
Balloon
Goblin Gang Firecracker Goblin Giant
Goblin Giant
Goblin Gang Firecracker Witch Balloon
P.E.K.K.A
Goblin Gang Firecracker Witch

Defense Synergies 0 9

Cannon
Goblin Gang Firecracker Skeleton Army Witch
Goblin Gang
Cannon Firecracker Skeleton Army P.E.K.K.A
Firecracker
Cannon Goblin Gang Skeleton Army P.E.K.K.A
Skeleton Army
Cannon Goblin Gang Firecracker
Witch
Cannon
Balloon
Goblin Giant
P.E.K.K.A
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.

Cannon Firecracker Goblin Giant
Skeleton Army P.E.K.K.A Cannon Goblin Gang Firecracker Witch
Cannon Goblin Gang Skeleton Army Witch P.E.K.K.A
Cannon Skeleton Army Witch P.E.K.K.A Goblin Gang Firecracker
Firecracker Skeleton Army P.E.K.K.A
Goblin Gang Skeleton Army Cannon Firecracker
Cannon Goblin Gang Firecracker Witch
Cannon Goblin Giant P.E.K.K.A
Cannon Witch P.E.K.K.A Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Cannon Firecracker
Goblin Gang Skeleton Army Witch Cannon Firecracker Goblin Giant
Goblin Gang Firecracker Witch
Cannon Skeleton Army P.E.K.K.A Goblin Gang Witch
Skeleton Army Cannon Goblin Gang Firecracker Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Cannon Goblin Gang
Skeleton Army Cannon Goblin Gang P.E.K.K.A
Cannon Goblin Gang Firecracker Skeleton Army Witch P.E.K.K.A
Cannon Goblin Gang Firecracker Skeleton Army Witch
Witch Cannon Firecracker
P.E.K.K.A Cannon
Goblin Gang Skeleton Army Cannon Firecracker Witch Goblin Giant P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Goblin Gang Skeleton Army Witch P.E.K.K.A
Goblin Gang Firecracker
Goblin Gang Skeleton Army P.E.K.K.A Witch Goblin Giant
Goblin Gang Skeleton Army P.E.K.K.A Goblin Giant
P.E.K.K.A Cannon Goblin Gang Skeleton Army Witch Goblin Giant
Firecracker Goblin Gang Witch Goblin Giant
Goblin Gang Skeleton Army P.E.K.K.A Witch Goblin Giant
P.E.K.K.A Skeleton Army Goblin Giant
P.E.K.K.A Firecracker Skeleton Army Witch
Witch P.E.K.K.A Cannon Goblin Gang Skeleton Army Goblin Giant
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Goblin Giant
Skeleton Army P.E.K.K.A Cannon Goblin Gang Witch Goblin Giant
Cannon Firecracker Skeleton Army Witch
Goblin Gang Skeleton Army Witch Firecracker Goblin Giant P.E.K.K.A
Cannon Firecracker Witch P.E.K.K.A
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
Firecracker
Goblin Giant
Firecracker
Firecracker
Firecracker Witch Goblin Giant
Firecracker Witch
Firecracker
Firecracker
Goblin Gang
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Witch
Firecracker
Firecracker
Firecracker Witch
Firecracker Witch
Witch
Firecracker Witch
Witch
Firecracker
Firecracker Witch
Firecracker Witch
Firecracker
P.E.K.K.A
Firecracker
Goblin Gang Skeleton Army Witch
Firecracker Witch
Goblin Gang Firecracker
Firecracker
Firecracker P.E.K.K.A
Goblin Gang Firecracker Witch
Firecracker Witch
Firecracker Witch Goblin Giant
P.E.K.K.A
Firecracker

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