My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
Versatility
Good
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 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 Ice Golem

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.

Firecracker Ice Golem Battle Ram P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

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 Battle Ram

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Ice Golem The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Ice Golem Battle Ram 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 Ice Golem

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 Zap Ice Golem The Log Goblin Gang Firecracker Battle Ram P.E.K.K.A

Shortest cycle

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

6 Mirror Zap Ice Golem The Log

Attack Synergies 8 13

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.

Zap
Firecracker Battle Ram Mirror P.E.K.K.A Ice Golem The Log
Goblin Gang
Ice Golem Firecracker Battle Ram Mirror P.E.K.K.A
Firecracker
Zap Goblin Gang Ice Golem Battle Ram Mirror P.E.K.K.A
Ice Golem
Goblin Gang Battle Ram Zap Firecracker
Battle Ram
Zap Ice Golem The Log Goblin Gang Firecracker Mirror P.E.K.K.A
Mirror
Zap The Log Goblin Gang Firecracker Battle Ram
P.E.K.K.A
Zap Goblin Gang Firecracker Battle Ram The Log
The Log
Battle Ram Mirror Zap P.E.K.K.A

Defense Synergies 4 14

Zap
Mirror Goblin Gang Firecracker Ice Golem P.E.K.K.A The Log
Goblin Gang
Zap Firecracker Ice Golem Mirror P.E.K.K.A The Log
Firecracker
Ice Golem The Log Zap Goblin Gang Mirror P.E.K.K.A
Ice Golem
Firecracker Zap Goblin Gang The Log
Battle Ram
Mirror
Zap Goblin Gang Firecracker The Log
P.E.K.K.A
The Log Zap Goblin Gang Firecracker
The Log
Firecracker P.E.K.K.A Zap Goblin Gang Ice Golem Mirror

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 Firecracker Ice Golem The Log
P.E.K.K.A Zap Goblin Gang Firecracker The Log
Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang Firecracker
Firecracker P.E.K.K.A The Log
Goblin Gang The Log Zap Firecracker
Zap Goblin Gang Firecracker
Zap Ice Golem P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Goblin Gang Firecracker Ice Golem
Goblin Gang Zap Firecracker Ice Golem The Log
Zap Goblin Gang Firecracker
P.E.K.K.A Zap Goblin Gang The Log
Zap Goblin Gang Firecracker P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Zap Goblin Gang P.E.K.K.A The Log
Goblin Gang Firecracker P.E.K.K.A
Zap Goblin Gang Firecracker The Log
Zap The Log Firecracker Ice Golem
P.E.K.K.A
Goblin Gang Firecracker P.E.K.K.A The Log
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 Zap Ice Golem P.E.K.K.A
Zap Goblin Gang Firecracker Ice Golem The Log
Goblin Gang P.E.K.K.A Zap Ice Golem The Log
Goblin Gang P.E.K.K.A Zap Ice Golem The Log
P.E.K.K.A Goblin Gang
Firecracker Zap Goblin Gang Ice Golem
Goblin Gang P.E.K.K.A Ice Golem
P.E.K.K.A
Zap P.E.K.K.A Firecracker Ice Golem The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Zap The Log
P.E.K.K.A Goblin Gang Ice Golem
Firecracker
Goblin Gang Zap Firecracker Ice Golem P.E.K.K.A The Log
Zap Firecracker Ice Golem P.E.K.K.A The Log
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.)

Firecracker Ice Golem The Log
Firecracker Zap The Log
The Log
Firecracker Ice Golem The Log
Zap Firecracker The Log
Firecracker Zap Ice Golem
Firecracker The Log
The Log Zap Firecracker Ice Golem
The Log Zap Firecracker
Goblin Gang
Firecracker Zap The Log
Zap Firecracker
Firecracker Ice Golem The Log
Firecracker
Zap Firecracker Ice Golem 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 Ice Golem The Log
Firecracker The Log Zap
Zap The Log
Zap Firecracker The Log
Zap Firecracker Ice Golem
Zap Firecracker
Zap The Log
Zap Firecracker
P.E.K.K.A
Firecracker The Log
Zap Goblin Gang
Zap Firecracker
The Log
Goblin Gang Firecracker
The Log Zap Firecracker Ice Golem
Zap
Firecracker P.E.K.K.A
Zap Goblin Gang Firecracker The Log
Firecracker Zap
Zap Firecracker The Log
P.E.K.K.A
Firecracker

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