My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Bats Goblin Gang Hunter 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.

Bats Knight Giant Hunter Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows

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 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.

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

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 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
Bats Goblin Gang Giant
Giant Snowball
Bats Goblin Gang
Zap
Bats Goblin Gang
Barbarian Barrel
Knight Goblin Gang Hunter Electro Wizard
The Log
Goblin Gang Mini P.E.K.K.A Hunter
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Mini P.E.K.K.A Hunter Electro Wizard
Fireball
Goblin Gang Hunter Electro Wizard
Poison
Bats Goblin Gang Hunter Electro Wizard
Lightning
Knight Mini P.E.K.K.A Hunter Electro Wizard
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Hunter

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.

Bats Arrows Knight Mini 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Goblin Gang Mini P.E.K.K.A Hunter Electro Wizard Giant

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 6 10

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.

Bats
Knight Giant Mini P.E.K.K.A
Arrows
Giant Knight Mini P.E.K.K.A
Knight
Bats Goblin Gang Arrows Hunter Electro Wizard
Goblin Gang
Knight Mini P.E.K.K.A Giant
Mini P.E.K.K.A
Giant Bats Arrows Goblin Gang Hunter Electro Wizard
Giant
Bats Arrows Mini P.E.K.K.A Hunter Goblin Gang Electro Wizard
Hunter
Giant Knight Mini P.E.K.K.A
Electro Wizard
Knight Mini P.E.K.K.A Giant

Defense Synergies 5 10

Bats
Knight Mini P.E.K.K.A Hunter Electro Wizard
Arrows
Knight Mini P.E.K.K.A
Knight
Bats Goblin Gang Hunter Electro Wizard Arrows Mini P.E.K.K.A
Goblin Gang
Knight Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Electro Wizard Bats Arrows Knight Goblin Gang Hunter
Giant
Hunter
Knight Bats Mini P.E.K.K.A Electro Wizard
Electro Wizard
Knight Mini P.E.K.K.A Bats Goblin Gang Hunter

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.

Knight Electro Wizard
Mini P.E.K.K.A Hunter Bats Knight Goblin Gang Electro Wizard
Goblin Gang Mini P.E.K.K.A Hunter Bats Knight Electro Wizard
Mini P.E.K.K.A Hunter Bats Knight Goblin Gang Electro Wizard
Arrows Mini P.E.K.K.A
Arrows Goblin Gang Bats Hunter Electro Wizard
Bats Hunter Electro Wizard Arrows Goblin Gang
Arrows Electro Wizard
Mini P.E.K.K.A Hunter Goblin Gang
Knight Goblin Gang Mini P.E.K.K.A Hunter Electro Wizard
Bats Goblin Gang Electro Wizard Arrows Knight Hunter
Arrows Hunter Bats Goblin Gang Electro Wizard
Mini P.E.K.K.A Hunter Bats Knight Goblin Gang Electro Wizard
Bats Arrows Goblin Gang Mini P.E.K.K.A Hunter Electro Wizard
Mini P.E.K.K.A Knight Goblin Gang Hunter Electro Wizard
Goblin Gang Mini P.E.K.K.A Hunter Electro Wizard
Bats Arrows Knight Goblin Gang Mini P.E.K.K.A Hunter Electro Wizard
Arrows Bats Knight Goblin Gang Hunter Electro Wizard
Arrows Hunter Bats Knight Electro Wizard
Mini P.E.K.K.A Hunter Electro Wizard
Goblin Gang Bats Arrows Knight Mini P.E.K.K.A Hunter Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Mini P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Mini P.E.K.K.A Hunter
Goblin Gang Bats Knight Mini P.E.K.K.A Hunter Electro Wizard
Goblin Gang Mini P.E.K.K.A Hunter Bats Knight Electro Wizard
Knight Goblin Gang Mini P.E.K.K.A Hunter
Arrows Bats Goblin Gang Hunter Electro Wizard
Goblin Gang Mini P.E.K.K.A Bats Knight Hunter Electro Wizard
Mini P.E.K.K.A Knight Hunter
Electro Wizard Bats Knight Mini P.E.K.K.A
Goblin Gang
Bats Knight Mini P.E.K.K.A Hunter
Arrows Electro Wizard
Mini P.E.K.K.A Knight Goblin Gang Hunter
Goblin Gang Electro Wizard Bats Knight Mini P.E.K.K.A Hunter
Bats Arrows Mini P.E.K.K.A Hunter 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.)

Arrows Knight
Arrows Electro Wizard
Arrows
Arrows Knight
Arrows
Arrows Bats Hunter
Arrows
Arrows Hunter
Arrows
Bats Goblin Gang Mini P.E.K.K.A Electro Wizard
Arrows Knight Electro Wizard
Arrows
Knight Hunter
Arrows
Arrows
Arrows Hunter
Arrows
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Hunter Electro Wizard
Arrows
Arrows
Arrows
Arrows Hunter
Arrows Hunter Electro Wizard
Arrows
Arrows
Bats Arrows Hunter Electro Wizard
Electro Wizard Bats
Mini P.E.K.K.A
Arrows Hunter
Arrows Electro Wizard
Arrows
Electro Wizard Bats Goblin Gang
Arrows Hunter Electro Wizard
Arrows
Knight Goblin Gang Mini P.E.K.K.A Hunter Electro Wizard
Arrows
Arrows
Bats Goblin Gang Electro Wizard
Bats Electro Wizard
Electro Wizard

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