My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Inferno Dragon

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.

Firecracker P.E.K.K.A Inferno Dragon

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 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.

Electro 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.

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

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 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.

Electro Spirit P.E.K.K.A Inferno Dragon

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.

Electro Spirit Zap The Log Cannon Goblin Gang Firecracker Inferno Dragon P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Zap The Log Cannon

Attack Synergies 2 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.

Electro Spirit
Zap P.E.K.K.A
Zap
Firecracker P.E.K.K.A Electro Spirit The Log
Cannon
Goblin Gang
Firecracker P.E.K.K.A
Firecracker
Zap Goblin Gang P.E.K.K.A Inferno Dragon
P.E.K.K.A
Zap Electro Spirit Goblin Gang Firecracker The Log
The Log
Zap P.E.K.K.A
Inferno Dragon
Firecracker

Defense Synergies 4 16

Electro Spirit
Zap The Log
Zap
Cannon Electro Spirit Goblin Gang Firecracker P.E.K.K.A The Log Inferno Dragon
Cannon
Zap The Log Goblin Gang Firecracker Inferno Dragon
Goblin Gang
Zap Cannon Firecracker P.E.K.K.A The Log Inferno Dragon
Firecracker
The Log Zap Cannon Goblin Gang P.E.K.K.A
P.E.K.K.A
The Log Zap Goblin Gang Firecracker
The Log
Cannon Firecracker P.E.K.K.A Electro Spirit Zap Goblin Gang Inferno Dragon
Inferno Dragon
Zap Cannon Goblin Gang The Log

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.

Zap Cannon Firecracker The Log
P.E.K.K.A Inferno Dragon Zap Cannon Goblin Gang Firecracker The Log
Cannon Goblin Gang P.E.K.K.A Inferno Dragon
Cannon P.E.K.K.A Inferno Dragon Goblin Gang Firecracker
Firecracker P.E.K.K.A The Log
Goblin Gang The Log Electro Spirit Zap Cannon Firecracker
Inferno Dragon Electro Spirit Zap Cannon Goblin Gang Firecracker
Electro Spirit Zap Cannon P.E.K.K.A The Log
Cannon P.E.K.K.A Inferno Dragon Goblin Gang
Goblin Gang Cannon Firecracker
Goblin Gang Electro Spirit Zap Cannon Firecracker The Log
Inferno Dragon Zap Goblin Gang Firecracker
Cannon P.E.K.K.A Zap Goblin Gang The Log
Electro Spirit Zap Cannon Goblin Gang Firecracker P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Cannon Goblin Gang
Zap Cannon Goblin Gang P.E.K.K.A The Log Inferno Dragon
Cannon Goblin Gang Firecracker P.E.K.K.A
Cannon Electro Spirit Zap Goblin Gang Firecracker The Log
Zap The Log Electro Spirit Cannon Firecracker Inferno Dragon
P.E.K.K.A Cannon Inferno Dragon
Goblin Gang Electro Spirit Cannon Firecracker P.E.K.K.A The Log
P.E.K.K.A Cannon Inferno Dragon

Counters to secondary win conditions

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

Goblin Gang Zap P.E.K.K.A
Zap Goblin Gang Firecracker The Log Inferno Dragon
Goblin Gang P.E.K.K.A Zap The Log
Goblin Gang P.E.K.K.A Zap The Log
P.E.K.K.A Cannon Goblin Gang Inferno Dragon
Firecracker Electro Spirit Zap Goblin Gang
Goblin Gang P.E.K.K.A
P.E.K.K.A Inferno Dragon
Zap P.E.K.K.A Electro Spirit Firecracker The Log Inferno Dragon
P.E.K.K.A Cannon Goblin Gang Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Zap The Log
P.E.K.K.A Cannon Goblin Gang
Cannon Firecracker
Goblin Gang Electro Spirit Zap Firecracker P.E.K.K.A The Log Inferno Dragon
Electro Spirit Zap Cannon Firecracker P.E.K.K.A The Log Inferno Dragon
Electro Spirit Zap 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.)

Firecracker The Log
Firecracker Zap The Log
The Log
Firecracker The Log
Zap Firecracker The Log
Firecracker Electro Spirit Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Goblin Gang
Firecracker Zap The Log
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log
Zap Firecracker The Log
Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log Electro Spirit
Inferno Dragon
Firecracker The Log Zap
Zap The Log
Zap Firecracker The Log
Zap Firecracker
Zap Electro Spirit Firecracker
Zap The Log
Zap Electro Spirit Firecracker
P.E.K.K.A
Firecracker The Log
Zap Electro Spirit Goblin Gang
Zap Firecracker
The Log
Goblin Gang Firecracker
The Log Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Electro Spirit Goblin Gang Firecracker The Log
Firecracker Zap
Zap Firecracker The Log
P.E.K.K.A Inferno Dragon
Firecracker

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