My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

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 Firecracker Goblin Demolisher 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.

Zap Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Electro Spirit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Firecracker Goblin Demolisher

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.

Electro Spirit Goblin Demolisher P.E.K.K.A

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 Electro Spirit Zap Firecracker Goblin Demolisher Goblinstein Lightning P.E.K.K.A

Shortest cycle

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

7 Skeletons Electro Spirit Zap Firecracker

Attack Synergies 2 5

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
Electro Spirit
Zap P.E.K.K.A
Zap
Firecracker P.E.K.K.A Electro Spirit Goblin Demolisher
Firecracker
Zap P.E.K.K.A
Goblin Demolisher
Zap P.E.K.K.A
Lightning
P.E.K.K.A
Zap Electro Spirit Firecracker Goblin Demolisher
Goblinstein

Defense Synergies 0 11

Skeletons
Electro Spirit Zap Firecracker Goblin Demolisher P.E.K.K.A
Electro Spirit
Skeletons Zap
Zap
Skeletons Electro Spirit Firecracker Goblin Demolisher P.E.K.K.A
Firecracker
Skeletons Zap P.E.K.K.A
Goblin Demolisher
Skeletons Zap P.E.K.K.A
Lightning
P.E.K.K.A
Skeletons Zap Firecracker Goblin Demolisher
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.

Lightning Zap Firecracker Goblin Demolisher
P.E.K.K.A Skeletons Zap Firecracker
P.E.K.K.A Skeletons Lightning
P.E.K.K.A Skeletons Firecracker
Lightning Firecracker Goblin Demolisher P.E.K.K.A
Skeletons Electro Spirit Zap Firecracker Goblin Demolisher
Lightning Electro Spirit Zap Firecracker
Lightning Electro Spirit Zap P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Firecracker
Skeletons Electro Spirit Zap Firecracker Goblin Demolisher
Zap Firecracker
P.E.K.K.A Skeletons Zap Lightning
Electro Spirit Zap Firecracker Goblin Demolisher P.E.K.K.A
P.E.K.K.A
Zap Lightning P.E.K.K.A
Skeletons Firecracker P.E.K.K.A
Electro Spirit Zap Firecracker Goblin Demolisher
Zap Electro Spirit Firecracker Goblin Demolisher
P.E.K.K.A
Goblin Demolisher Electro Spirit Firecracker P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A
Zap Firecracker Lightning
P.E.K.K.A Skeletons Zap Lightning
Lightning P.E.K.K.A Zap
P.E.K.K.A Skeletons
Firecracker Skeletons Electro Spirit Zap Goblin Demolisher
P.E.K.K.A Skeletons Lightning
P.E.K.K.A
Zap Lightning P.E.K.K.A Skeletons Electro Spirit Firecracker
P.E.K.K.A Skeletons
P.E.K.K.A
Lightning P.E.K.K.A Zap
Lightning P.E.K.K.A Skeletons
Firecracker Goblin Demolisher
Skeletons Electro Spirit Zap Firecracker Lightning P.E.K.K.A
Electro Spirit Zap Firecracker P.E.K.K.A
Electro Spirit Zap

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.)

Lightning Firecracker
Firecracker Zap
Lightning
Lightning Firecracker
Zap Firecracker Goblin Demolisher
Firecracker Electro Spirit Zap
Firecracker Goblin Demolisher
Zap Firecracker Goblin Demolisher Lightning
Zap Firecracker Lightning
Lightning
Firecracker Lightning Zap
Lightning Zap Firecracker
Lightning Firecracker
Lightning Firecracker
Lightning Zap Firecracker
Lightning Zap Firecracker Goblin Demolisher
Lightning Firecracker Goblin Demolisher
Lightning
Lightning
Lightning Zap Firecracker Goblin Demolisher
Lightning Zap Firecracker Goblin Demolisher
Lightning
Lightning
Lightning
Lightning Zap
Zap Firecracker Goblin Demolisher Electro Spirit
Firecracker Zap Lightning
Lightning Zap
Lightning Zap Firecracker
Lightning Zap Firecracker
Zap Lightning Electro Spirit Firecracker
Lightning
Lightning Zap
Zap Lightning Electro Spirit Firecracker
P.E.K.K.A
Firecracker Lightning
Zap Lightning Electro Spirit
Lightning Zap Firecracker
Lightning Firecracker
Zap Firecracker Lightning
Lightning Zap
Firecracker P.E.K.K.A
Zap Electro Spirit Firecracker Lightning
Firecracker Zap Lightning
Lightning Zap Firecracker
P.E.K.K.A
Lightning Firecracker

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