My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Similar decks

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

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.

Ice Spirit Bats Firecracker P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

The Log

Punishments

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

Goblin Gang Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Ice Spirit Goblin Gang 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 Goblin Barrel

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 Barrel
Giant Snowball
Bats Goblin Gang Goblin Barrel
Zap
Bats Goblin Gang Firecracker Goblin Barrel
Barbarian Barrel
Ice Spirit Goblin Gang Firecracker Goblin Barrel
The Log
Ice Spirit Goblin Gang Firecracker Goblin Barrel
Earthquake
Goblin Gang Firecracker Goblin Barrel
Arrows
Ice Spirit Bats Goblin Gang Firecracker Goblin Barrel
Royal Delivery
Ice Spirit Bats Goblin Gang Firecracker Goblin Barrel P.E.K.K.A
Fireball
Goblin Gang Firecracker Goblin Barrel
Poison
Bats Goblin Gang Firecracker
Lightning
Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker The Log

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.

Ice Spirit Bats 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.

Goblin Barrel

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.

Ice Spirit Goblin Gang Goblin Barrel

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.

Ice Spirit Bats The Log Goblin Gang Firecracker Goblin Barrel Goblinstein P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Bats The Log Goblin Gang

Attack Synergies 3 11

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.

Ice Spirit
Goblin Barrel P.E.K.K.A Bats Firecracker
Bats
Ice Spirit Firecracker Goblin Barrel P.E.K.K.A
Goblin Gang
Goblin Barrel Firecracker P.E.K.K.A
Firecracker
Ice Spirit Bats Goblin Gang Goblin Barrel P.E.K.K.A
Goblin Barrel
Ice Spirit Goblin Gang Bats Firecracker P.E.K.K.A
P.E.K.K.A
Ice Spirit Bats Goblin Gang Firecracker Goblin Barrel The Log
The Log
P.E.K.K.A
Goblinstein

Defense Synergies 3 11

Ice Spirit
Goblin Gang Bats Firecracker P.E.K.K.A The Log
Bats
Ice Spirit Firecracker P.E.K.K.A The Log
Goblin Gang
Ice Spirit Firecracker P.E.K.K.A The Log
Firecracker
The Log Ice Spirit Bats Goblin Gang P.E.K.K.A
Goblin Barrel
P.E.K.K.A
The Log Ice Spirit Bats Goblin Gang Firecracker
The Log
Firecracker P.E.K.K.A Ice Spirit Bats Goblin Gang
Goblinstein

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 The Log
P.E.K.K.A Ice Spirit Bats Goblin Gang Firecracker The Log
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A Bats Goblin Gang Firecracker
Firecracker P.E.K.K.A The Log
Goblin Gang The Log Bats Firecracker
Bats Ice Spirit Goblin Gang Firecracker
P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Goblin Gang Ice Spirit Firecracker
Bats Goblin Gang Firecracker The Log
Bats Goblin Gang Firecracker
P.E.K.K.A Ice Spirit Bats Goblin Gang The Log
Ice Spirit Bats Goblin Gang Firecracker P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Ice Spirit Goblin Gang P.E.K.K.A The Log
Bats Goblin Gang Firecracker P.E.K.K.A
Ice Spirit Bats Goblin Gang Firecracker The Log
The Log Ice Spirit Bats Firecracker
P.E.K.K.A
Goblin Gang Bats Firecracker P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang P.E.K.K.A
Goblin Gang Firecracker The Log
Goblin Gang P.E.K.K.A Ice Spirit Bats The Log
Goblin Gang P.E.K.K.A Bats The Log
P.E.K.K.A Goblin Gang
Firecracker Ice Spirit Bats Goblin Gang
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Ice Spirit Bats Firecracker The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Firecracker
Goblin Gang Ice Spirit Bats Firecracker P.E.K.K.A The Log
Bats Firecracker P.E.K.K.A The Log

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 The Log
Firecracker The Log
The Log
Firecracker The Log
Firecracker The Log
Firecracker Ice Spirit Bats
Firecracker The Log
The Log Ice Spirit Firecracker
The Log Firecracker
Bats Goblin Gang
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker The Log
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log Ice Spirit
Firecracker The Log
The Log
Firecracker The Log
Bats Firecracker
Ice Spirit Bats Firecracker
The Log
Ice Spirit Firecracker
P.E.K.K.A
Firecracker The Log
Ice Spirit Bats Goblin Gang
Firecracker
The Log
Goblin Gang Firecracker
The Log Firecracker
Firecracker P.E.K.K.A
Ice Spirit Bats Goblin Gang Firecracker The Log
Firecracker Bats
Firecracker The Log
P.E.K.K.A
Firecracker

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