My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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!
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 Goblin Gang Inferno Tower Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Balloon Ram Rider

Offensive cards

Win conditions

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

Wall Breakers Balloon Ram Rider

Damage spells

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

Rage

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 Wall Breakers Balloon Ram Rider

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.

Goblin Gang Mini P.E.K.K.A Wall Breakers Balloon Ram Rider

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 Balloon Ram Rider

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 Wall Breakers Balloon Ram Rider
Giant Snowball
Bats Goblin Gang Wall Breakers Balloon Ram Rider
Zap
Bats Goblin Gang Inferno Tower Wall Breakers Balloon Ram Rider
Barbarian Barrel
Goblin Gang Inferno Tower Wall Breakers
The Log
Goblin Gang Mini P.E.K.K.A Wall Breakers Ram Rider
Earthquake
Goblin Gang Inferno Tower
Arrows
Bats Goblin Gang Wall Breakers
Royal Delivery
Bats Goblin Gang Mini P.E.K.K.A Wall Breakers Balloon Ram Rider
Fireball
Goblin Gang Inferno Tower Wall Breakers Balloon Ram Rider
Poison
Bats Goblin Gang Inferno Tower Balloon
Lightning
Mini P.E.K.K.A Inferno Tower Balloon Ram Rider
Rocket
Inferno Tower Balloon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Mini P.E.K.K.A Inferno Tower Rage

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers Rage Goblin Gang Mini P.E.K.K.A Inferno Tower Balloon Ram Rider

Shortest cycle

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

9 Bats Wall Breakers Rage Goblin Gang

Attack Synergies 2 9

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
Balloon Mini P.E.K.K.A Wall Breakers Rage Ram Rider
Goblin Gang
Mini P.E.K.K.A Balloon
Mini P.E.K.K.A
Bats Goblin Gang Rage Ram Rider
Inferno Tower
Wall Breakers
Bats Balloon
Rage
Balloon Bats Mini P.E.K.K.A
Balloon
Bats Rage Goblin Gang Wall Breakers
Ram Rider
Bats Mini P.E.K.K.A

Defense Synergies 1 4

Bats
Mini P.E.K.K.A Inferno Tower
Goblin Gang
Inferno Tower Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Goblin Gang Ram Rider
Inferno Tower
Goblin Gang Bats
Wall Breakers
Rage
Balloon
Ram Rider
Mini P.E.K.K.A

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.

Inferno Tower Ram Rider
Mini P.E.K.K.A Inferno Tower Bats Goblin Gang Ram Rider
Goblin Gang Mini P.E.K.K.A Inferno Tower Ram Rider Bats
Mini P.E.K.K.A Inferno Tower Bats Goblin Gang Ram Rider
Mini P.E.K.K.A
Goblin Gang Bats
Bats Inferno Tower Ram Rider Goblin Gang
Inferno Tower Ram Rider
Mini P.E.K.K.A Inferno Tower Goblin Gang
Goblin Gang Mini P.E.K.K.A Inferno Tower
Bats Goblin Gang Ram Rider
Inferno Tower Bats Goblin Gang Ram Rider
Mini P.E.K.K.A Inferno Tower Bats Goblin Gang Ram Rider
Bats Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A Inferno Tower Goblin Gang Ram Rider
Inferno Tower Goblin Gang Mini P.E.K.K.A Ram Rider
Bats Goblin Gang Mini P.E.K.K.A Inferno Tower
Bats Goblin Gang Ram Rider
Bats Ram Rider
Mini P.E.K.K.A Inferno Tower Ram Rider
Goblin Gang Bats Mini 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 Mini P.E.K.K.A Inferno Tower
Goblin Gang Mini P.E.K.K.A
Goblin Gang Bats Mini P.E.K.K.A Inferno Tower Ram Rider
Goblin Gang Mini P.E.K.K.A Bats Inferno Tower Ram Rider
Inferno Tower Goblin Gang Mini P.E.K.K.A Ram Rider
Bats Goblin Gang Ram Rider
Goblin Gang Mini P.E.K.K.A Bats Inferno Tower Ram Rider
Mini P.E.K.K.A Inferno Tower
Bats Mini P.E.K.K.A Inferno Tower
Inferno Tower Goblin Gang
Bats Mini P.E.K.K.A Inferno Tower
Mini P.E.K.K.A Goblin Gang Inferno Tower Ram Rider
Goblin Gang Inferno Tower Bats Mini P.E.K.K.A
Bats Mini P.E.K.K.A Inferno Tower

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.)

Ram Rider
Bats Ram Rider
Ram Rider
Ram Rider
Bats Goblin Gang Mini P.E.K.K.A
Ram Rider
Bats Mini P.E.K.K.A
Mini P.E.K.K.A
Ram Rider
Ram Rider
Bats
Bats
Mini P.E.K.K.A
Bats Goblin Gang
Ram Rider
Goblin Gang Mini P.E.K.K.A
Bats Goblin Gang
Bats

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