My Best Clash Royale Deck

Deck Check Rating

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

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 Flying Machine

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.

Skeletons Battle Ram Flying Machine 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 Rage

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.

Goblins Goblin Gang Battle Ram Flying Machine 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
Skeletons Goblin Gang Battle Ram
Giant Snowball
Skeletons Goblins Goblin Gang Battle Ram Flying Machine
Zap
Skeletons Goblins Goblin Gang Battle Ram Flying Machine
Barbarian Barrel
Skeletons Goblins Goblin Gang Battle Ram
The Log
Skeletons Goblins Goblin Gang Battle Ram
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Goblins Goblin Gang Flying Machine
Royal Delivery
Skeletons Goblins Goblin Gang Battle Ram Flying Machine P.E.K.K.A
Fireball
Goblin Gang Battle Ram Flying Machine
Poison
Goblin Gang Flying Machine
Lightning
Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Battle Ram Rage 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.

Goblins 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblins Zap Rage Goblin Gang Battle Ram Flying Machine P.E.K.K.A

Shortest cycle

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

7 Skeletons Goblins Zap Rage

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.

Skeletons
Goblins
Zap Battle Ram
Zap
Battle Ram P.E.K.K.A Goblins Flying Machine
Goblin Gang
Battle Ram P.E.K.K.A
Battle Ram
Zap Goblins Goblin Gang Flying Machine P.E.K.K.A
Flying Machine
Zap Battle Ram P.E.K.K.A
Rage
P.E.K.K.A
Zap Goblin Gang Battle Ram Flying Machine

Defense Synergies 0 11

Skeletons
Zap Flying Machine P.E.K.K.A
Goblins
Zap Flying Machine
Zap
Skeletons Goblins Goblin Gang Flying Machine P.E.K.K.A
Goblin Gang
Zap Flying Machine P.E.K.K.A
Battle Ram
Flying Machine
Skeletons Goblins Zap Goblin Gang P.E.K.K.A
Rage
P.E.K.K.A
Skeletons Zap Goblin Gang Flying Machine

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 Flying Machine
P.E.K.K.A Skeletons Goblins Zap Goblin Gang Flying Machine
Goblin Gang P.E.K.K.A Skeletons Goblins
P.E.K.K.A Skeletons Goblins Goblin Gang
P.E.K.K.A
Goblin Gang Skeletons Goblins Zap Flying Machine
Zap Goblin Gang Flying Machine
Zap Flying Machine P.E.K.K.A
P.E.K.K.A Skeletons Goblins Goblin Gang
Goblin Gang Skeletons Goblins
Goblins Goblin Gang Skeletons Zap Flying Machine
Zap Goblin Gang Flying Machine
P.E.K.K.A Skeletons Zap Goblin Gang Flying Machine
Goblins Zap Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang
Zap Goblin Gang P.E.K.K.A
Skeletons Goblins Goblin Gang P.E.K.K.A
Goblins Zap Goblin Gang Flying Machine
Zap Flying Machine
P.E.K.K.A
Goblin Gang Goblins Flying Machine 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 Skeletons Goblins Zap P.E.K.K.A
Zap Goblin Gang Flying Machine
Goblin Gang P.E.K.K.A Skeletons Goblins Zap
Goblin Gang P.E.K.K.A Zap
P.E.K.K.A Skeletons Goblin Gang
Skeletons Zap Goblin Gang Flying Machine
Goblin Gang P.E.K.K.A Skeletons Goblins Flying Machine
P.E.K.K.A
Zap P.E.K.K.A Skeletons Goblins Flying Machine
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A Flying Machine
P.E.K.K.A Zap
P.E.K.K.A Skeletons Goblin Gang
Flying Machine
Goblin Gang Skeletons Goblins Zap Flying Machine P.E.K.K.A
Zap Flying Machine 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.)

Flying Machine
Zap Flying Machine
Flying Machine
Flying Machine
Zap
Zap Flying Machine
Flying Machine
Zap Flying Machine
Zap Flying Machine
Goblins Goblin Gang
Zap Flying Machine
Zap Flying Machine
Flying Machine
Flying Machine
Zap Flying Machine
Zap Flying Machine
Flying Machine
Zap Flying Machine
Zap Flying Machine
Zap Flying Machine
Zap
Zap Flying Machine
Zap Flying Machine
Zap
Zap Flying Machine
Zap Flying Machine
Zap
Zap
P.E.K.K.A
Zap Goblin Gang Flying Machine
Zap Flying Machine
Goblin Gang Flying Machine
Zap Flying Machine
Zap
Flying Machine P.E.K.K.A
Zap Goblin Gang Flying Machine
Zap Flying Machine
Zap Flying Machine

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