My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
RIP
Versatility
RIP
F2P score
Good

3 problems 3 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!
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 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 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!
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

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.

Skeletons Bomber Firecracker Elixir Collector Giant Skeleton

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.

Missing

Punishments

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

Goblin Gang

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblin Gang Giant Skeleton

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 Giant Skeleton

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
Skeletons Bomber Goblin Gang Clone Giant Skeleton
Giant Snowball
Skeletons Bomber Goblin Gang Clone
Zap
Skeletons Bomber Goblin Gang Firecracker Clone
Barbarian Barrel
Skeletons Bomber Goblin Gang Firecracker Clone Giant Skeleton
The Log
Skeletons Bomber Goblin Gang Firecracker Clone Giant Skeleton
Earthquake
Skeletons Bomber Goblin Gang Firecracker Elixir Collector Clone
Arrows
Skeletons Bomber Goblin Gang Firecracker Clone
Royal Delivery
Skeletons Bomber Goblin Gang Firecracker Clone Giant Skeleton
Fireball
Bomber Goblin Gang Firecracker Elixir Collector Clone
Poison
Bomber Goblin Gang Firecracker Elixir Collector Clone
Lightning
Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Elixir Collector Clone Giant Skeleton

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Bomber Goblin Gang Firecracker Clone Elixir Collector Giant Skeleton

Shortest cycle

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

6 Mirror Skeletons Bomber Goblin Gang

Attack Synergies 1 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.

Skeletons
Bomber
Giant Skeleton
Goblin Gang
Firecracker Mirror Clone Giant Skeleton
Firecracker
Goblin Gang Mirror Giant Skeleton
Elixir Collector
Mirror
Goblin Gang Firecracker Giant Skeleton
Clone
Giant Skeleton Goblin Gang
Giant Skeleton
Clone Bomber Goblin Gang Firecracker Mirror

Defense Synergies 0 8

Skeletons
Bomber Firecracker Giant Skeleton
Bomber
Skeletons
Goblin Gang
Firecracker Mirror Giant Skeleton
Firecracker
Skeletons Goblin Gang Mirror Giant Skeleton
Elixir Collector
Mirror
Goblin Gang Firecracker
Clone
Giant Skeleton
Skeletons 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.

Bomber Firecracker
Skeletons Goblin Gang Firecracker
Goblin Gang Skeletons Bomber Giant Skeleton
Skeletons Goblin Gang Firecracker
Bomber Firecracker Giant Skeleton
Goblin Gang Skeletons Bomber Firecracker
Goblin Gang Firecracker
Giant Skeleton
Skeletons Goblin Gang
Goblin Gang Skeletons Bomber Firecracker Giant Skeleton
Goblin Gang Skeletons Bomber Firecracker Giant Skeleton
Goblin Gang Firecracker
Skeletons Bomber Goblin Gang Giant Skeleton
Bomber Goblin Gang Firecracker
Goblin Gang
Goblin Gang
Skeletons Bomber Goblin Gang Firecracker
Bomber Goblin Gang Firecracker
Bomber Firecracker Giant Skeleton
Bomber Goblin Gang Firecracker Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Skeletons Giant Skeleton
Bomber Goblin Gang Firecracker
Goblin Gang Giant Skeleton Skeletons
Goblin Gang Giant Skeleton
Giant Skeleton Skeletons Goblin Gang
Firecracker Skeletons Goblin Gang
Goblin Gang Skeletons Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Firecracker
Skeletons Goblin Gang
Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Goblin Gang
Bomber Firecracker
Goblin Gang Skeletons Bomber Firecracker Giant Skeleton
Bomber Firecracker Giant Skeleton
Bomber

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 Giant Skeleton
Firecracker
Giant Skeleton
Firecracker Giant Skeleton
Bomber Firecracker
Firecracker
Bomber Firecracker
Firecracker
Firecracker
Goblin Gang
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Bomber Firecracker
Firecracker
Bomber
Bomber Firecracker
Bomber Firecracker
Giant Skeleton
Firecracker Bomber
Firecracker
Firecracker
Firecracker
Firecracker
Bomber
Firecracker
Giant Skeleton
Firecracker
Goblin Gang
Firecracker
Goblin Gang Firecracker
Bomber Firecracker
Giant Skeleton
Firecracker
Goblin Gang Firecracker Giant Skeleton
Firecracker
Firecracker Giant Skeleton
Firecracker

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