My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Bats Firecracker

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 Firecracker Royal Giant P.E.K.K.A Sparky

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Missing

Punishments

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

Royal Giant

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Sparky

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 Bats P.E.K.K.A Sparky

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.

Royal Giant

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

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 Goblins Spear Goblins Bats Firecracker Royal Giant Sparky P.E.K.K.A

Shortest cycle

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

6 Mirror Goblins Spear Goblins Bats

Attack Synergies 2 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.

Goblins
Royal Giant
Spear Goblins
Firecracker Royal Giant Sparky
Bats
Royal Giant Firecracker P.E.K.K.A Sparky
Firecracker
Royal Giant Spear Goblins Bats Mirror P.E.K.K.A Sparky
Royal Giant
Bats Firecracker Goblins Spear Goblins Mirror Sparky
Mirror
Firecracker Royal Giant Sparky
P.E.K.K.A
Bats Firecracker
Sparky
Spear Goblins Bats Firecracker Royal Giant Mirror

Defense Synergies 0 10

Goblins
Firecracker
Spear Goblins
Bats Firecracker P.E.K.K.A
Bats
Spear Goblins Firecracker P.E.K.K.A Sparky
Firecracker
Goblins Spear Goblins Bats Mirror P.E.K.K.A
Royal Giant
Mirror
Firecracker Sparky
P.E.K.K.A
Spear Goblins Bats Firecracker
Sparky
Bats 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.

Spear Goblins Firecracker Sparky
P.E.K.K.A Sparky Goblins Bats Firecracker
P.E.K.K.A Sparky Goblins Bats
P.E.K.K.A Sparky Goblins Bats Firecracker
Firecracker P.E.K.K.A Sparky
Goblins Spear Goblins Bats Firecracker
Bats Spear Goblins Firecracker
P.E.K.K.A Sparky
P.E.K.K.A Sparky Goblins
Goblins Spear Goblins Firecracker Sparky
Goblins Bats Spear Goblins Firecracker
Spear Goblins Bats Firecracker
P.E.K.K.A Sparky Bats
Sparky Goblins Bats Firecracker P.E.K.K.A
P.E.K.K.A Sparky
P.E.K.K.A Sparky
Sparky Goblins Bats Firecracker P.E.K.K.A
Goblins Spear Goblins Bats Firecracker
Spear Goblins Bats Firecracker
P.E.K.K.A Sparky
Goblins Spear Goblins Bats Firecracker P.E.K.K.A Sparky

Counters to secondary win conditions

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

Goblins Spear Goblins P.E.K.K.A Sparky
Firecracker
P.E.K.K.A Goblins Spear Goblins Bats Sparky
P.E.K.K.A Bats Sparky
P.E.K.K.A Sparky
Firecracker Bats
P.E.K.K.A Sparky Goblins Spear Goblins Bats
P.E.K.K.A Sparky
P.E.K.K.A Goblins Spear Goblins Bats Firecracker Sparky
P.E.K.K.A Sparky
P.E.K.K.A Bats Sparky
P.E.K.K.A
P.E.K.K.A Sparky
Firecracker Sparky
Sparky Goblins Spear Goblins Bats Firecracker P.E.K.K.A
Bats Firecracker P.E.K.K.A Sparky

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 Sparky
Firecracker
Sparky
Firecracker Sparky
Firecracker Sparky
Firecracker Spear Goblins Bats
Firecracker Sparky
Firecracker
Firecracker
Goblins Bats Sparky
Firecracker Sparky
Firecracker
Firecracker Sparky
Firecracker
Firecracker Sparky
Spear Goblins Firecracker Sparky
Firecracker Sparky
Sparky
Bats Sparky
Firecracker Sparky
Firecracker
Sparky
Sparky
Firecracker Sparky
Firecracker Sparky
Sparky
Firecracker Sparky
Bats Firecracker Sparky
Bats Firecracker
Sparky
Sparky
Firecracker Sparky
P.E.K.K.A Sparky
Firecracker Sparky
Spear Goblins Bats
Firecracker
Firecracker Sparky
Firecracker
Sparky
Firecracker P.E.K.K.A Sparky
Bats Firecracker Sparky
Firecracker Bats
Firecracker Sparky

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