My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Bats Archers

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 Archers Skeleton Barrel P.E.K.K.A

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Arrows The Log

Punishments

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

Skeleton Barrel

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 Skeleton Barrel 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.

Skeleton Barrel

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 Archers Skeleton Barrel Skeleton Army
Giant Snowball
Goblins Bats Archers Skeleton Barrel Skeleton Army
Zap
Goblins Bats Archers Skeleton Barrel Skeleton Army
Barbarian Barrel
Goblins Archers Skeleton Barrel Skeleton Army
The Log
Goblins Archers Skeleton Barrel Skeleton Army
Earthquake
Archers Skeleton Army
Arrows
Goblins Bats Archers Skeleton Barrel Skeleton Army
Royal Delivery
Goblins Bats Archers Skeleton Barrel Skeleton Army P.E.K.K.A
Fireball
Archers Skeleton Barrel Skeleton Army
Poison
Bats Archers Skeleton Barrel Skeleton Army
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Barrel Skeleton Army P.E.K.K.A

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.

Skeleton Army

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.

Goblins Bats The Log Archers Arrows Skeleton Barrel Skeleton Army P.E.K.K.A

Shortest cycle

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

9 Goblins Bats The Log Archers

Attack Synergies 2 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.

Goblins
Archers
Bats
Skeleton Barrel P.E.K.K.A
Archers
Goblins Arrows Skeleton Barrel P.E.K.K.A
Arrows
P.E.K.K.A Archers Skeleton Barrel
Skeleton Barrel
Bats Archers Arrows
Skeleton Army
P.E.K.K.A
Arrows Bats Archers The Log
The Log
P.E.K.K.A

Defense Synergies 1 9

Goblins
Archers The Log
Bats
P.E.K.K.A The Log
Archers
Goblins Skeleton Army P.E.K.K.A The Log
Arrows
P.E.K.K.A
Skeleton Barrel
Skeleton Army
Archers The Log
P.E.K.K.A
The Log Bats Archers Arrows
The Log
P.E.K.K.A Goblins Bats Archers Skeleton Army

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.

Skeleton Barrel The Log
Skeleton Army P.E.K.K.A Goblins Bats The Log
Skeleton Army P.E.K.K.A Goblins Bats Archers
Skeleton Army P.E.K.K.A Goblins Bats
Arrows Skeleton Army P.E.K.K.A The Log
Arrows Skeleton Army The Log Goblins Bats Archers
Bats Archers Arrows
Arrows Skeleton Barrel P.E.K.K.A The Log
P.E.K.K.A Goblins Skeleton Army
Skeleton Army Goblins Archers
Goblins Bats Archers Skeleton Army Arrows The Log
Arrows Bats Archers
Skeleton Army P.E.K.K.A Bats The Log
Skeleton Army Goblins Bats Arrows P.E.K.K.A The Log
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A The Log
Goblins Bats Arrows Skeleton Army P.E.K.K.A
Arrows Goblins Bats Archers Skeleton Army The Log
Arrows The Log Bats Archers
P.E.K.K.A
Skeleton Army Goblins Bats Archers Arrows 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.

Skeleton Army Goblins Archers P.E.K.K.A
Archers Arrows Skeleton Barrel The Log
Skeleton Army P.E.K.K.A Goblins Bats The Log
Skeleton Army P.E.K.K.A Bats The Log
P.E.K.K.A Skeleton Army
Arrows Bats Archers Skeleton Barrel
Skeleton Army P.E.K.K.A Goblins Bats Archers
P.E.K.K.A Skeleton Army
P.E.K.K.A Goblins Bats Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Arrows The Log
Skeleton Army P.E.K.K.A
Archers Skeleton Army
Skeleton Army Goblins Bats Archers P.E.K.K.A The Log
Bats Arrows Archers 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.)

Skeleton Barrel Arrows The Log
Arrows Skeleton Barrel The Log
Arrows Skeleton Barrel The Log
Arrows Skeleton Barrel The Log
Arrows The Log
Arrows Bats Skeleton Barrel
Archers Arrows The Log
Arrows The Log Skeleton Barrel
Arrows The Log Skeleton Barrel
Goblins Bats
Arrows Skeleton Barrel The Log
Archers Arrows
Skeleton Barrel The Log
Arrows Skeleton Barrel
Arrows Skeleton Barrel The Log
Arrows Skeleton Barrel The Log
Arrows Skeleton Barrel The Log
Arrows
Bats
Archers Arrows Skeleton Barrel The Log
Arrows Skeleton Barrel The Log
The Log
Arrows
The Log
Arrows Skeleton Barrel The Log
Arrows The Log
Arrows The Log Skeleton Barrel
Arrows Skeleton Barrel The Log
Arrows Skeleton Barrel The Log
Bats Archers Arrows
Bats Skeleton Barrel
Arrows The Log
Arrows
P.E.K.K.A
Arrows The Log
Skeleton Barrel Bats Archers Skeleton Army
Archers Arrows
Arrows The Log
Arrows The Log Skeleton Barrel
Arrows
P.E.K.K.A
Bats The Log
Bats
Skeleton Barrel The Log

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