My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

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 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

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 P.E.K.K.A Royal Ghost 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.

Arrows Fireball

Punishments

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

Royal Ghost Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Spear Goblins P.E.K.K.A Royal Ghost 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Royal Ghost

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.

Spear Goblins Bats Arrows Skeleton Army P.E.K.K.A Royal Ghost

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.

Fireball 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.

Fireball

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.

Spear Goblins Bats Arrows Skeleton Army Royal Ghost Bandit Fireball P.E.K.K.A

Shortest cycle

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

10 Spear Goblins Bats Arrows Skeleton Army

Attack Synergies 2 6

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.

Spear Goblins
Royal Ghost Bandit
Bats
P.E.K.K.A Bandit
Arrows
Fireball P.E.K.K.A Bandit
Fireball
Arrows
Skeleton Army
P.E.K.K.A
Arrows Bats
Royal Ghost
Spear Goblins Bandit
Bandit
Spear Goblins Bats Arrows Royal Ghost

Defense Synergies 0 13

Spear Goblins
Bats Arrows Skeleton Army P.E.K.K.A Royal Ghost Bandit
Bats
Spear Goblins P.E.K.K.A Bandit
Arrows
Spear Goblins Fireball P.E.K.K.A Bandit
Fireball
Arrows Bandit
Skeleton Army
Spear Goblins Bandit
P.E.K.K.A
Spear Goblins Bats Arrows
Royal Ghost
Spear Goblins
Bandit
Spear Goblins Bats Arrows Fireball 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.

Spear Goblins Fireball
Skeleton Army P.E.K.K.A Bats Bandit
Skeleton Army P.E.K.K.A Bats Bandit
Skeleton Army P.E.K.K.A Bats Bandit
Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army Spear Goblins Bats Royal Ghost Bandit
Bats Spear Goblins Arrows Fireball
Arrows Fireball P.E.K.K.A Bandit
P.E.K.K.A Skeleton Army
Skeleton Army Spear Goblins Royal Ghost Bandit
Bats Skeleton Army Spear Goblins Arrows Fireball Royal Ghost Bandit
Arrows Spear Goblins Bats Fireball
Skeleton Army P.E.K.K.A Bats Fireball Bandit
Fireball Skeleton Army Bats Arrows P.E.K.K.A Royal Ghost
Skeleton Army P.E.K.K.A Bandit
Skeleton Army Fireball P.E.K.K.A Bandit
Bats Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Spear Goblins Bats Skeleton Army Royal Ghost Bandit
Arrows Spear Goblins Bats Fireball Royal Ghost Bandit
P.E.K.K.A
Skeleton Army Royal Ghost Spear Goblins Bats Arrows Fireball P.E.K.K.A Bandit

Counters to secondary win conditions

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

Skeleton Army Spear Goblins Fireball P.E.K.K.A Royal Ghost Bandit
Fireball Bandit Arrows Royal Ghost
Skeleton Army P.E.K.K.A Bandit Spear Goblins Bats
Skeleton Army P.E.K.K.A Bats Fireball Bandit
P.E.K.K.A Skeleton Army Bandit
Arrows Fireball Bats
Skeleton Army P.E.K.K.A Spear Goblins Bats Fireball Bandit
P.E.K.K.A Skeleton Army
P.E.K.K.A Spear Goblins Bats Fireball Skeleton Army Bandit
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Arrows Fireball
Skeleton Army P.E.K.K.A Fireball Bandit
Fireball Skeleton Army
Skeleton Army Spear Goblins Bats Fireball P.E.K.K.A
Bats Arrows Fireball P.E.K.K.A Royal Ghost

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.)

Fireball Arrows Royal Ghost Bandit
Arrows Fireball Royal Ghost Bandit
Arrows Fireball Bandit
Arrows Fireball
Fireball Arrows
Arrows Fireball Spear Goblins Bats
Arrows
Arrows Fireball
Arrows Fireball Bandit
Bats Fireball
Arrows Fireball Bandit
Fireball Arrows
Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Spear Goblins Arrows Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Bats
Arrows Fireball Bandit
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Royal Ghost Bandit
Fireball Arrows Bandit
Fireball Arrows Bandit
Bats Arrows Fireball
Bats Fireball
Fireball
Arrows Fireball Bandit
Arrows Fireball
P.E.K.K.A
Arrows Fireball
Spear Goblins Bats Fireball Skeleton Army Bandit
Fireball Arrows
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Bats Fireball
Bats Fireball
Fireball Royal Ghost Bandit

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