My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Mighty Miner

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Dart Goblin Witch

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 Witch P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

Punishments

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

Goblin Gang Bandit

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 Dart Goblin P.E.K.K.A Bandit

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.

Bandit

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 Bandit
Giant Snowball
Bats Goblin Gang Dart Goblin Witch
Zap
Bats Goblin Gang Dart Goblin Witch Bandit
Barbarian Barrel
Knight Goblin Gang Dart Goblin Witch Bandit
The Log
Goblin Gang Dart Goblin Witch Bandit
Earthquake
Goblin Gang Witch
Arrows
Bats Goblin Gang Dart Goblin Witch
Royal Delivery
Bats Knight Goblin Gang Dart Goblin Witch P.E.K.K.A Bandit
Fireball
Goblin Gang Dart Goblin Witch Bandit
Poison
Bats Goblin Gang Dart Goblin Witch
Lightning
Knight Witch Bandit
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

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.

Bats Knight 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 Dart Goblin Witch

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.

Bats Zap Knight Goblin Gang Dart Goblin Bandit Witch P.E.K.K.A

Shortest cycle

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

10 Bats Zap Knight Goblin Gang

Attack Synergies 4 15

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 Zap P.E.K.K.A Bandit
Zap
P.E.K.K.A Bats Knight Dart Goblin Witch Bandit
Knight
Bats Goblin Gang Dart Goblin Zap Witch
Goblin Gang
Knight Dart Goblin P.E.K.K.A Bandit
Dart Goblin
Knight Zap Goblin Gang P.E.K.K.A Bandit
Witch
Zap Knight P.E.K.K.A Bandit
P.E.K.K.A
Zap Bats Goblin Gang Dart Goblin Witch
Bandit
Bats Zap Goblin Gang Dart Goblin Witch

Defense Synergies 3 17

Bats
Knight Zap Dart Goblin P.E.K.K.A Bandit
Zap
Bats Knight Goblin Gang Dart Goblin Witch P.E.K.K.A Bandit
Knight
Bats Goblin Gang Dart Goblin Zap Witch
Goblin Gang
Knight Zap Dart Goblin P.E.K.K.A Bandit
Dart Goblin
Knight Bats Zap Goblin Gang P.E.K.K.A Bandit
Witch
Zap Knight Bandit
P.E.K.K.A
Bats Zap Goblin Gang Dart Goblin
Bandit
Bats Zap Goblin Gang Dart Goblin Witch

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 Knight Dart Goblin
P.E.K.K.A Bats Zap Knight Goblin Gang Dart Goblin Witch Bandit
Goblin Gang Witch P.E.K.K.A Bats Knight Dart Goblin Bandit
Witch P.E.K.K.A Bats Knight Goblin Gang Dart Goblin Bandit
P.E.K.K.A
Goblin Gang Bats Zap Dart Goblin Bandit
Bats Dart Goblin Zap Goblin Gang Witch
Zap Dart Goblin P.E.K.K.A Bandit
Witch P.E.K.K.A Goblin Gang
Knight Goblin Gang Dart Goblin Bandit
Bats Goblin Gang Dart Goblin Witch Zap Knight Bandit
Bats Zap Goblin Gang Dart Goblin Witch
P.E.K.K.A Bats Zap Knight Goblin Gang Witch Bandit
Bats Zap Goblin Gang Dart Goblin Witch P.E.K.K.A
P.E.K.K.A Knight Goblin Gang Bandit
Zap Goblin Gang P.E.K.K.A Bandit
Bats Knight Goblin Gang Witch P.E.K.K.A
Bats Zap Knight Goblin Gang Dart Goblin Witch Bandit
Zap Witch Bats Knight Dart Goblin Bandit
P.E.K.K.A Dart Goblin
Goblin Gang Bats Knight Dart Goblin Witch P.E.K.K.A Bandit

Counters to secondary win conditions

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

Knight Goblin Gang Zap Witch P.E.K.K.A Bandit
Bandit Zap Knight Goblin Gang
Goblin Gang P.E.K.K.A Bandit Bats Zap Knight Witch
Goblin Gang P.E.K.K.A Bats Zap Knight Bandit
P.E.K.K.A Knight Goblin Gang Witch Bandit
Bats Zap Goblin Gang Dart Goblin Witch
Goblin Gang P.E.K.K.A Bats Knight Dart Goblin Witch Bandit
P.E.K.K.A Knight
Zap P.E.K.K.A Bats Knight Witch Bandit
Witch P.E.K.K.A Goblin Gang Dart Goblin
P.E.K.K.A Bats Knight Dart Goblin Witch
P.E.K.K.A Zap
P.E.K.K.A Knight Goblin Gang Witch Bandit
Dart Goblin Witch
Goblin Gang Witch Bats Zap Knight Dart Goblin P.E.K.K.A
Bats Zap Dart Goblin Witch 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.)

Knight Dart Goblin Bandit
Zap Dart Goblin Bandit
Dart Goblin Bandit
Knight Dart Goblin
Zap
Bats Zap Dart Goblin Witch
Dart Goblin Witch
Zap Dart Goblin
Zap Dart Goblin Bandit
Bats Goblin Gang
Zap Knight Dart Goblin Bandit
Zap Dart Goblin
Knight Dart Goblin Bandit
Dart Goblin Bandit
Zap Dart Goblin
Zap Dart Goblin Witch Bandit
Dart Goblin Bandit
Bats
Zap Dart Goblin Bandit
Zap Dart Goblin Witch
Zap
Zap Witch
Witch
Zap Dart Goblin Witch Bandit
Zap Witch Bandit
Zap Dart Goblin Bandit
Bats Zap Dart Goblin Witch
Zap Bats Dart Goblin Witch
Zap Dart Goblin Bandit
Zap
P.E.K.K.A
Zap Bats Goblin Gang Dart Goblin Witch Bandit
Zap Dart Goblin Witch
Knight Goblin Gang Dart Goblin
Zap Dart Goblin
Zap
Dart Goblin P.E.K.K.A
Zap Bats Goblin Gang Dart Goblin Witch
Bats Zap Dart Goblin Witch
Zap Dart Goblin Witch Bandit

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