My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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 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 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!

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.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons 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.

Missing

Damage spells

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

Arrows The Log

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.

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 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker The Log

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.

Arrows 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Cannon Goblin Gang Firecracker Goblinstein P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Arrows Cannon

Attack Synergies 1 4

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
Arrows
P.E.K.K.A
Cannon
Goblin Gang
Firecracker P.E.K.K.A
Firecracker
Goblin Gang P.E.K.K.A
P.E.K.K.A
Arrows Goblin Gang Firecracker The Log
The Log
P.E.K.K.A
Goblinstein

Defense Synergies 4 11

Skeletons
Cannon Firecracker P.E.K.K.A The Log
Arrows
Cannon P.E.K.K.A
Cannon
Skeletons The Log Arrows Goblin Gang Firecracker
Goblin Gang
Cannon Firecracker P.E.K.K.A The Log
Firecracker
The Log Skeletons Cannon Goblin Gang P.E.K.K.A
P.E.K.K.A
The Log Skeletons Arrows Goblin Gang Firecracker
The Log
Cannon Firecracker P.E.K.K.A Skeletons 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.

Cannon Firecracker The Log
P.E.K.K.A Skeletons Cannon Goblin Gang Firecracker The Log
Cannon Goblin Gang P.E.K.K.A Skeletons
Cannon P.E.K.K.A Skeletons Goblin Gang Firecracker
Arrows Firecracker P.E.K.K.A The Log
Arrows Goblin Gang The Log Skeletons Cannon Firecracker
Arrows Cannon Goblin Gang Firecracker
Arrows Cannon P.E.K.K.A The Log
Cannon P.E.K.K.A Skeletons Goblin Gang
Goblin Gang Skeletons Cannon Firecracker
Goblin Gang Skeletons Arrows Cannon Firecracker The Log
Arrows Goblin Gang Firecracker
Cannon P.E.K.K.A Skeletons Goblin Gang The Log
Arrows Cannon Goblin Gang Firecracker P.E.K.K.A The Log
P.E.K.K.A Cannon Goblin Gang
Cannon Goblin Gang P.E.K.K.A The Log
Skeletons Arrows Cannon Goblin Gang Firecracker P.E.K.K.A
Arrows Cannon Goblin Gang Firecracker The Log
Arrows The Log Cannon Firecracker
P.E.K.K.A Cannon
Goblin Gang Arrows Cannon 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 Skeletons P.E.K.K.A
Arrows Goblin Gang Firecracker The Log
Goblin Gang P.E.K.K.A Skeletons The Log
Goblin Gang P.E.K.K.A The Log
P.E.K.K.A Skeletons Cannon Goblin Gang
Arrows Firecracker Skeletons Goblin Gang
Goblin Gang P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Firecracker The Log
P.E.K.K.A Skeletons Cannon Goblin Gang
P.E.K.K.A
P.E.K.K.A Arrows The Log
P.E.K.K.A Skeletons Cannon Goblin Gang
Cannon Firecracker
Goblin Gang Skeletons Firecracker P.E.K.K.A The Log
Arrows Cannon Firecracker P.E.K.K.A The Log
Arrows 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.)

Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Goblin Gang
Firecracker Arrows The Log
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Arrows Firecracker The Log
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker
Firecracker
Arrows The Log
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Goblin Gang
Arrows Firecracker
Arrows The Log
Goblin Gang Firecracker
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Goblin Gang Firecracker The Log
Firecracker
Firecracker The Log
P.E.K.K.A
Firecracker

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