My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Wizard

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 P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Rage

Punishments

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

Goblin Gang Hog Rider

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 Hog Rider 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 Hog Rider Electro Wizard

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 Hog Rider Guards
Giant Snowball
Goblin Gang Hog Rider Guards
Zap
Goblin Gang Firecracker Guards
Barbarian Barrel
Goblin Gang Firecracker Guards Electro Wizard
The Log
Goblin Gang Firecracker Hog Rider Guards
Earthquake
Goblin Gang Firecracker Hog Rider Guards
Arrows
Goblin Gang Firecracker Guards
Royal Delivery
Goblin Gang Firecracker Hog Rider Guards P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Firecracker Hog Rider Electro Wizard
Poison
Goblin Gang Firecracker Guards Electro Wizard
Lightning
Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker

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.

Rage Guards 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 Electro Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Goblin Gang Firecracker Guards Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Zap Rage Goblin Gang Firecracker

Attack Synergies 8 7

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 Hog Rider P.E.K.K.A Electro Wizard Guards
Goblin Gang
Hog Rider Firecracker P.E.K.K.A
Firecracker
Zap Hog Rider Goblin Gang P.E.K.K.A
Hog Rider
Zap Goblin Gang Firecracker Rage Guards Electro Wizard
Rage
Hog Rider Electro Wizard
Guards
Zap Hog Rider
P.E.K.K.A
Zap Electro Wizard Goblin Gang Firecracker
Electro Wizard
Zap P.E.K.K.A Hog Rider Rage

Defense Synergies 1 13

Zap
Electro Wizard Goblin Gang Firecracker Guards P.E.K.K.A
Goblin Gang
Zap Firecracker Guards P.E.K.K.A Electro Wizard
Firecracker
Zap Goblin Gang Guards P.E.K.K.A Electro Wizard
Hog Rider
Rage
Guards
Zap Goblin Gang Firecracker Electro Wizard
P.E.K.K.A
Zap Goblin Gang Firecracker Electro Wizard
Electro Wizard
Zap Goblin Gang Firecracker Guards P.E.K.K.A

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 Electro Wizard
P.E.K.K.A Zap Goblin Gang Firecracker Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Firecracker Guards Electro Wizard
Firecracker P.E.K.K.A
Goblin Gang Zap Firecracker Guards Electro Wizard
Electro Wizard Zap Goblin Gang Firecracker
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Guards Firecracker Electro Wizard
Goblin Gang Guards Electro Wizard Zap Firecracker
Zap Goblin Gang Firecracker Electro Wizard
P.E.K.K.A Zap Goblin Gang Guards Electro Wizard
Zap Goblin Gang Firecracker Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A Electro Wizard
Goblin Gang Firecracker P.E.K.K.A Electro Wizard
Zap Goblin Gang Firecracker Guards Electro Wizard
Zap Firecracker Guards Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Firecracker Guards P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Guards Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang Firecracker
Goblin Gang Guards P.E.K.K.A Zap Electro Wizard
Goblin Gang Guards P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Guards
Firecracker Zap Goblin Gang Electro Wizard
Goblin Gang Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Firecracker
P.E.K.K.A Goblin Gang Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Guards Electro Wizard
P.E.K.K.A Goblin Gang Guards
Firecracker
Goblin Gang Guards Electro Wizard Zap Firecracker P.E.K.K.A
Zap Firecracker P.E.K.K.A Electro Wizard

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 Guards
Firecracker Zap Electro Wizard
Firecracker Guards
Zap Firecracker
Firecracker Zap
Firecracker
Zap Firecracker
Zap Firecracker
Goblin Gang Guards Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Zap Firecracker Electro Wizard
Zap Firecracker
Zap
Zap Firecracker
Firecracker Zap Electro Wizard
Zap
Zap Firecracker
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker Guards
Zap
Zap Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Zap Electro Wizard Goblin Gang Guards
Zap Firecracker Electro Wizard
Goblin Gang Firecracker Electro Wizard
Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Goblin Gang Firecracker Guards Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard

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