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 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!

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 Electro Wizard Inferno 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 Electro Wizard Inferno Dragon

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.

Void

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

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void

Dropped at the bridge

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

Goblins Goblin Gang Mini 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 Mini P.E.K.K.A Electro Wizard

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 Inferno Dragon
Giant Snowball
Goblins Bats Goblin Gang Inferno Dragon
Zap
Goblins Bats Goblin Gang Firecracker Inferno Dragon
Barbarian Barrel
Goblins Goblin Gang Firecracker Electro Wizard
The Log
Goblins Goblin Gang Firecracker Mini P.E.K.K.A
Earthquake
Goblin Gang Firecracker
Arrows
Goblins Bats Goblin Gang Firecracker
Royal Delivery
Goblins Bats Goblin Gang Firecracker Mini P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Goblin Gang Firecracker Electro Wizard Inferno Dragon
Poison
Bats Goblin Gang Firecracker Electro Wizard
Lightning
Mini P.E.K.K.A Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 Inferno Dragon

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.

Goblins Goblin Gang Electro Wizard

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.

Goblins Bats Goblin Gang Firecracker Void Mini P.E.K.K.A Electro Wizard Inferno Dragon

Shortest cycle

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

10 Goblins Bats Goblin Gang Firecracker

Attack Synergies 0 8

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.

Goblins
Bats
Firecracker Mini P.E.K.K.A Inferno Dragon
Goblin Gang
Firecracker Mini P.E.K.K.A
Firecracker
Bats Goblin Gang Mini P.E.K.K.A Inferno Dragon
Mini P.E.K.K.A
Bats Goblin Gang Firecracker Electro Wizard
Void
Electro Wizard
Mini P.E.K.K.A
Inferno Dragon
Bats Firecracker

Defense Synergies 1 13

Goblins
Firecracker Electro Wizard
Bats
Firecracker Mini P.E.K.K.A Electro Wizard Inferno Dragon
Goblin Gang
Firecracker Mini P.E.K.K.A Electro Wizard Inferno Dragon
Firecracker
Goblins Bats Goblin Gang Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Electro Wizard Bats Goblin Gang Firecracker
Void
Electro Wizard
Mini P.E.K.K.A Goblins Bats Goblin Gang Firecracker Inferno Dragon
Inferno Dragon
Bats Goblin Gang Electro Wizard

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.

Firecracker Void Electro Wizard
Mini P.E.K.K.A Inferno Dragon Goblins Bats Goblin Gang Firecracker Electro Wizard
Goblin Gang Mini P.E.K.K.A Goblins Bats Void Electro Wizard Inferno Dragon
Mini P.E.K.K.A Inferno Dragon Goblins Bats Goblin Gang Firecracker Electro Wizard
Firecracker Mini P.E.K.K.A
Goblin Gang Goblins Bats Firecracker Electro Wizard
Bats Electro Wizard Inferno Dragon Goblin Gang Firecracker Void
Void Electro Wizard
Mini P.E.K.K.A Inferno Dragon Goblins Goblin Gang
Goblin Gang Goblins Firecracker Mini P.E.K.K.A Electro Wizard
Goblins Bats Goblin Gang Electro Wizard Firecracker
Inferno Dragon Bats Goblin Gang Firecracker Electro Wizard
Mini P.E.K.K.A Bats Goblin Gang Electro Wizard
Goblins Bats Goblin Gang Firecracker Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Inferno Dragon Goblin Gang Electro Wizard
Goblin Gang Mini P.E.K.K.A Electro Wizard Inferno Dragon
Goblins Bats Goblin Gang Firecracker Mini P.E.K.K.A Electro Wizard
Goblins Bats Goblin Gang Firecracker Electro Wizard
Bats Firecracker Electro Wizard Inferno Dragon
Mini P.E.K.K.A Electro Wizard Inferno Dragon
Goblin Gang Goblins Bats Firecracker Mini P.E.K.K.A Electro Wizard

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 Goblins Void Electro Wizard
Void Electro Wizard Goblin Gang Firecracker Mini P.E.K.K.A Inferno Dragon
Goblin Gang Goblins Bats Mini P.E.K.K.A Electro Wizard
Goblin Gang Mini P.E.K.K.A Bats Electro Wizard
Goblin Gang Mini P.E.K.K.A Inferno Dragon
Firecracker Bats Goblin Gang Electro Wizard
Goblin Gang Mini P.E.K.K.A Goblins Bats Void Electro Wizard
Mini P.E.K.K.A Inferno Dragon
Void Electro Wizard Goblins Bats Firecracker Mini P.E.K.K.A Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Bats Mini P.E.K.K.A
Void Electro Wizard
Mini P.E.K.K.A Goblin Gang
Firecracker
Goblin Gang Electro Wizard Goblins Bats Firecracker Mini P.E.K.K.A Inferno Dragon
Bats Firecracker Mini P.E.K.K.A Electro Wizard Inferno Dragon
Void

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.)

Void Firecracker
Firecracker Void Electro Wizard
Void
Firecracker Void
Firecracker
Firecracker Bats
Firecracker
Firecracker
Void Firecracker
Goblins Bats Goblin Gang Mini P.E.K.K.A Void Electro Wizard
Firecracker Void Electro Wizard
Void Firecracker
Firecracker Void
Firecracker Void
Firecracker
Firecracker
Firecracker
Bats Mini P.E.K.K.A
Void Firecracker Mini P.E.K.K.A Electro Wizard
Firecracker
Void
Void
Void
Void
Firecracker
Inferno Dragon
Firecracker Void Electro Wizard
Void
Void Firecracker
Bats Firecracker Electro Wizard
Electro Wizard Bats Firecracker Void
Mini P.E.K.K.A Void
Void
Void Firecracker Electro Wizard
Firecracker
Electro Wizard Bats Goblin Gang Void
Firecracker Electro Wizard
Void Goblin Gang Firecracker Mini P.E.K.K.A Electro Wizard
Firecracker
Void
Firecracker
Bats Goblin Gang Firecracker Electro Wizard
Firecracker Bats Void Electro Wizard
Void Firecracker Electro Wizard

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