My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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!
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 Mega Minion

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.

Mega Minion Elixir Golem Battle Ram Prince P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem Battle Ram

Damage spells

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

Rage

Punishments

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

Goblin Gang Elixir Golem Battle Ram Prince

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 Battle Ram Prince 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
Goblin Gang Elixir Golem Battle Ram Prince
Giant Snowball
Goblin Gang Mega Minion Battle Ram
Zap
Goblin Gang Battle Ram Prince
Barbarian Barrel
Goblin Gang Elixir Golem Battle Ram
The Log
Goblin Gang Elixir Golem Battle Ram Prince
Earthquake
Goblin Gang Elixir Golem
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Mega Minion Elixir Golem Battle Ram Prince P.E.K.K.A
Fireball
Goblin Gang Mega Minion Elixir Golem Battle Ram
Poison
Goblin Gang Mega Minion Elixir Golem
Lightning
Mega Minion Battle Ram Prince
Rocket
Prince

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.

Mega Minion Elixir Golem Battle Ram Rage Prince P.E.K.K.A

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.

Mirror Rage Goblin Gang Mega Minion Elixir Golem Battle Ram Prince P.E.K.K.A

Shortest cycle

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

8 Mirror Rage Goblin Gang Mega Minion

Attack Synergies 1 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.

Goblin Gang
Elixir Golem Battle Ram Mirror Prince P.E.K.K.A
Mega Minion
Elixir Golem
Elixir Golem
Rage Goblin Gang Mega Minion Mirror
Battle Ram
Goblin Gang Mirror P.E.K.K.A
Mirror
Goblin Gang Elixir Golem Battle Ram
Rage
Elixir Golem Prince
Prince
Goblin Gang Rage
P.E.K.K.A
Goblin Gang Battle Ram

Defense Synergies 0 3

Goblin Gang
Mirror Prince P.E.K.K.A
Mega Minion
Elixir Golem
Battle Ram
Mirror
Goblin Gang
Rage
Prince
Goblin Gang
P.E.K.K.A
Goblin Gang

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.

Mega Minion
P.E.K.K.A Goblin Gang Mega Minion Prince
Goblin Gang Prince P.E.K.K.A Mega Minion
Prince P.E.K.K.A Goblin Gang Mega Minion
Prince P.E.K.K.A
Goblin Gang Mega Minion
Mega Minion Goblin Gang
P.E.K.K.A
P.E.K.K.A Goblin Gang Prince
Goblin Gang Prince
Goblin Gang Mega Minion
Mega Minion Goblin Gang
Prince P.E.K.K.A Goblin Gang
Goblin Gang Mega Minion Prince P.E.K.K.A
P.E.K.K.A Goblin Gang Prince
Goblin Gang Prince P.E.K.K.A
Goblin Gang Prince P.E.K.K.A
Goblin Gang Mega Minion Prince
Mega Minion
P.E.K.K.A Prince
Goblin Gang Prince 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 Prince P.E.K.K.A
Goblin Gang Mega Minion Prince
Goblin Gang P.E.K.K.A Prince
Goblin Gang Prince P.E.K.K.A
P.E.K.K.A Goblin Gang Prince
Goblin Gang
Goblin Gang Prince P.E.K.K.A Mega Minion
P.E.K.K.A Prince
P.E.K.K.A Mega Minion Prince
P.E.K.K.A Goblin Gang Mega Minion
P.E.K.K.A Mega Minion Prince
P.E.K.K.A Prince
Prince P.E.K.K.A Goblin Gang
Goblin Gang Mega Minion Prince P.E.K.K.A
Mega Minion P.E.K.K.A

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.)

Prince
Mega Minion
Goblin Gang Prince
Prince
Prince
Mega Minion Prince
Prince
Prince
Mega Minion
Prince
Mega Minion
Mega Minion
P.E.K.K.A Prince
Goblin Gang Prince
Mega Minion
Goblin Gang Mega Minion Prince
Mega Minion Prince P.E.K.K.A
Goblin Gang
Prince

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