My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Spear Goblins Bats Archers Goblin Gang

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.

Spear Goblins Bats Archers

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 Fireball

Punishments

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

Goblin Gang Mini P.E.K.K.A

Pump responses

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

Fireball

Dropped at the bridge

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

Fire Spirit Spear Goblins Goblin Gang Mini 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.

Mini P.E.K.K.A

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
Spear Goblins Bats Archers Goblin Gang
Giant Snowball
Fire Spirit Spear Goblins Bats Archers Goblin Gang
Zap
Fire Spirit Spear Goblins Bats Archers Goblin Gang
Barbarian Barrel
Fire Spirit Spear Goblins Archers Goblin Gang
The Log
Fire Spirit Spear Goblins Archers Goblin Gang Mini P.E.K.K.A
Earthquake
Spear Goblins Archers Goblin Gang
Arrows
Fire Spirit Spear Goblins Bats Archers Goblin Gang
Royal Delivery
Fire Spirit Spear Goblins Bats Archers Goblin Gang Mini P.E.K.K.A
Fireball
Archers Goblin Gang
Poison
Spear Goblins Bats Archers Goblin Gang
Lightning
Mini P.E.K.K.A
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball

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.

Fire Spirit Spear Goblins Bats Mini P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fire Spirit Goblin Gang Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Spear Goblins Bats Zap Archers Goblin Gang Fireball Mini P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Spear Goblins Bats Zap

Attack Synergies 1 11

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.

Fire Spirit
Zap Mini P.E.K.K.A
Spear Goblins
Zap Goblin Gang Mini P.E.K.K.A
Bats
Zap Mini P.E.K.K.A
Zap
Fireball Fire Spirit Spear Goblins Bats Archers Mini P.E.K.K.A
Archers
Zap Mini P.E.K.K.A
Goblin Gang
Spear Goblins Mini P.E.K.K.A
Fireball
Zap
Mini P.E.K.K.A
Fire Spirit Spear Goblins Bats Zap Archers Goblin Gang

Defense Synergies 2 16

Fire Spirit
Spear Goblins Zap Mini P.E.K.K.A
Spear Goblins
Fire Spirit Bats Zap Archers Goblin Gang Mini P.E.K.K.A
Bats
Spear Goblins Zap Mini P.E.K.K.A
Zap
Fireball Mini P.E.K.K.A Fire Spirit Spear Goblins Bats Archers Goblin Gang
Archers
Spear Goblins Zap Goblin Gang Mini P.E.K.K.A
Goblin Gang
Spear Goblins Zap Archers Mini P.E.K.K.A
Fireball
Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Fire Spirit Spear Goblins Bats Archers Goblin Gang Fireball

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.

Spear Goblins Zap Fireball
Mini P.E.K.K.A Bats Zap Goblin Gang
Goblin Gang Mini P.E.K.K.A Fire Spirit Bats Archers
Mini P.E.K.K.A Bats Goblin Gang
Fireball Mini P.E.K.K.A
Goblin Gang Fireball Fire Spirit Spear Goblins Bats Zap Archers
Bats Fire Spirit Spear Goblins Zap Archers Goblin Gang Fireball
Zap Fireball
Mini P.E.K.K.A Goblin Gang
Goblin Gang Fire Spirit Spear Goblins Archers Mini P.E.K.K.A
Bats Archers Goblin Gang Spear Goblins Zap Fireball
Spear Goblins Bats Zap Archers Goblin Gang Fireball
Mini P.E.K.K.A Fire Spirit Bats Zap Goblin Gang Fireball
Fire Spirit Fireball Bats Zap Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A Goblin Gang
Zap Goblin Gang Fireball Mini P.E.K.K.A
Bats Goblin Gang Fireball Mini P.E.K.K.A
Fire Spirit Fireball Spear Goblins Bats Zap Archers Goblin Gang
Zap Fire Spirit Spear Goblins Bats Archers Fireball
Mini P.E.K.K.A
Goblin Gang Fire Spirit Spear Goblins Bats Archers Fireball Mini 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 Mini P.E.K.K.A Spear Goblins Zap Archers Fireball
Fireball Zap Archers Goblin Gang Mini P.E.K.K.A
Goblin Gang Spear Goblins Bats Zap Mini P.E.K.K.A
Goblin Gang Mini P.E.K.K.A Bats Zap Fireball
Goblin Gang Mini P.E.K.K.A
Fire Spirit Fireball Bats Zap Archers Goblin Gang
Goblin Gang Mini P.E.K.K.A Spear Goblins Bats Archers Fireball
Mini P.E.K.K.A
Zap Spear Goblins Bats Fireball Mini P.E.K.K.A
Goblin Gang
Bats Mini P.E.K.K.A
Zap Fireball
Mini P.E.K.K.A Goblin Gang Fireball
Archers Fireball
Goblin Gang Spear Goblins Bats Zap Archers Fireball Mini P.E.K.K.A
Bats Zap Archers Fireball Mini P.E.K.K.A

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.)

Fireball
Fireball Zap
Fireball
Fireball
Fireball Fire Spirit Zap
Fireball Fire Spirit Spear Goblins Bats Zap
Fire Spirit Archers
Fireball Fire Spirit Zap
Fireball Zap
Fire Spirit Bats Goblin Gang Fireball Mini P.E.K.K.A
Zap Fireball
Fireball Fire Spirit Zap Archers
Fire Spirit Fireball
Fireball
Zap Fireball
Spear Goblins Zap Fireball
Fireball
Fireball
Bats Mini P.E.K.K.A
Fire Spirit Zap Archers Fireball Mini P.E.K.K.A
Fire Spirit Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fire Spirit Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Fire Spirit Bats Zap Archers Fireball
Zap Bats Fireball
Fireball Mini P.E.K.K.A
Zap Fireball
Zap Fireball
Fireball
Zap Fire Spirit Spear Goblins Bats Archers Goblin Gang Fireball
Fireball Fire Spirit Zap Archers
Fireball
Fireball Goblin Gang Mini P.E.K.K.A
Zap Fireball
Zap Fireball
Zap Bats Goblin Gang Fireball
Bats Zap Fireball
Zap Fireball

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