My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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!
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.

Spear Goblins Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

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

Skeletons Spear Goblins Firecracker Tombstone P.E.K.K.A

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 Arrows The Log

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.

Spear Goblins 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 Spear Goblins
Giant Snowball
Skeletons Spear Goblins Tombstone
Zap
Skeletons Spear Goblins Firecracker Tombstone
Barbarian Barrel
Skeletons Spear Goblins Firecracker Tombstone
The Log
Skeletons Spear Goblins Firecracker Tombstone
Earthquake
Skeletons Spear Goblins Firecracker Tombstone
Arrows
Skeletons Spear Goblins Firecracker Tombstone
Royal Delivery
Skeletons Spear Goblins Firecracker P.E.K.K.A
Fireball
Firecracker Tombstone
Poison
Spear Goblins Firecracker Tombstone
Lightning
Tombstone
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Spear Goblins Arrows Tombstone 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Spear Goblins Zap The Log Arrows Firecracker Tombstone P.E.K.K.A

Shortest cycle

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

7 Skeletons Spear Goblins Zap The Log

Attack Synergies 4 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
Spear Goblins
Zap Firecracker
Zap
Arrows Firecracker P.E.K.K.A Spear Goblins The Log
Arrows
Zap P.E.K.K.A
Firecracker
Zap Spear Goblins P.E.K.K.A
Tombstone
P.E.K.K.A
Zap Arrows Firecracker The Log
The Log
Zap P.E.K.K.A

Defense Synergies 2 21

Skeletons
Spear Goblins Zap Firecracker Tombstone P.E.K.K.A The Log
Spear Goblins
Skeletons Zap Arrows Firecracker Tombstone P.E.K.K.A The Log
Zap
Skeletons Spear Goblins Arrows Firecracker Tombstone P.E.K.K.A The Log
Arrows
Spear Goblins Zap Tombstone P.E.K.K.A
Firecracker
The Log Skeletons Spear Goblins Zap Tombstone P.E.K.K.A
Tombstone
Skeletons Spear Goblins Zap Arrows Firecracker
P.E.K.K.A
The Log Skeletons Spear Goblins Zap Arrows Firecracker
The Log
Firecracker P.E.K.K.A Skeletons Spear Goblins Zap

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 Firecracker Tombstone The Log
P.E.K.K.A Skeletons Zap Firecracker Tombstone The Log
P.E.K.K.A Skeletons Tombstone
P.E.K.K.A Skeletons Firecracker Tombstone
Arrows Firecracker Tombstone P.E.K.K.A The Log
Arrows The Log Skeletons Spear Goblins Zap Firecracker
Spear Goblins Zap Arrows Firecracker Tombstone
Zap Arrows P.E.K.K.A The Log
P.E.K.K.A Skeletons Tombstone
Skeletons Spear Goblins Firecracker
Skeletons Spear Goblins Zap Arrows Firecracker Tombstone The Log
Arrows Spear Goblins Zap Firecracker
Tombstone P.E.K.K.A Skeletons Zap The Log
Zap Arrows Firecracker Tombstone P.E.K.K.A The Log
P.E.K.K.A Tombstone
Zap P.E.K.K.A The Log
Skeletons Arrows Firecracker Tombstone P.E.K.K.A
Arrows Tombstone Spear Goblins Zap Firecracker The Log
Zap Arrows The Log Spear Goblins Firecracker Tombstone
P.E.K.K.A
Spear Goblins Arrows 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.

Skeletons Spear Goblins Zap Tombstone P.E.K.K.A
Zap Arrows Firecracker The Log
Tombstone P.E.K.K.A Skeletons Spear Goblins Zap The Log
P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons Tombstone
Arrows Firecracker Skeletons Zap
P.E.K.K.A Skeletons Spear Goblins Tombstone
P.E.K.K.A
Zap P.E.K.K.A Skeletons Spear Goblins Firecracker Tombstone The Log
P.E.K.K.A Skeletons Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A Zap Arrows The Log
P.E.K.K.A Skeletons Tombstone
Firecracker
Tombstone Skeletons Spear Goblins Zap Firecracker P.E.K.K.A The Log
Arrows Zap Firecracker P.E.K.K.A The Log

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 Zap The Log
Arrows The Log
Arrows Firecracker The Log
Zap Arrows Firecracker The Log
Arrows Firecracker Spear Goblins Zap
Arrows Firecracker The Log
Arrows The Log Zap Firecracker
Arrows The Log Zap Firecracker
Firecracker Zap Arrows The Log
Zap Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Zap Arrows Firecracker The Log
Spear Goblins Zap Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Zap Arrows Firecracker The Log
Zap Arrows Firecracker The Log
The Log
Arrows
The Log
Zap Arrows The Log
Zap Arrows Firecracker The Log
Arrows Firecracker The Log Zap
Zap Arrows The Log
Zap Arrows Firecracker The Log
Zap Arrows Firecracker
Zap Firecracker
Zap Arrows The Log
Zap Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Zap Spear Goblins Tombstone
Zap Arrows Firecracker
Arrows The Log
Firecracker
Arrows The Log Zap Firecracker
Zap Arrows
Firecracker P.E.K.K.A
Zap Firecracker The Log
Firecracker Zap
Zap Firecracker The Log

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