My Best Clash Royale Deck

Deck Check Rating

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

1 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minions Goblin Gang 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 Battle Ram Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

Damage spells

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

Missing

Punishments

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

Goblin Gang Battle Ram Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Battle Ram 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.

Goblin 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 Minions Goblin Gang Battle Ram Goblin Barrel Skeleton Army
Giant Snowball
Bats Minions Goblin Gang Battle Ram Goblin Barrel Skeleton Army
Zap
Bats Minions Goblin Gang Battle Ram Goblin Barrel Skeleton Army
Barbarian Barrel
Goblin Gang Battle Ram Wizard Goblin Barrel Skeleton Army
The Log
Goblin Gang Battle Ram Goblin Barrel Skeleton Army
Earthquake
Goblin Gang Goblin Barrel Skeleton Army
Arrows
Bats Minions Goblin Gang Goblin Barrel Skeleton Army
Royal Delivery
Bats Minions Goblin Gang Battle Ram Wizard Goblin Barrel Skeleton Army P.E.K.K.A
Fireball
Minions Goblin Gang Battle Ram Wizard Goblin Barrel Skeleton Army
Poison
Bats Minions Goblin Gang Wizard Skeleton Army
Lightning
Battle Ram Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Battle Ram 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.

Goblin Barrel 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.

Minions Goblin Gang Wizard Goblin Barrel

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 Minions Goblin Gang Goblin Barrel Skeleton Army Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Minions Goblin Gang Goblin Barrel

Attack Synergies 1 13

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
Minions Battle Ram Goblin Barrel P.E.K.K.A
Minions
Bats Battle Ram P.E.K.K.A
Goblin Gang
Goblin Barrel Battle Ram P.E.K.K.A
Battle Ram
Bats Minions Goblin Gang Goblin Barrel P.E.K.K.A
Wizard
P.E.K.K.A
Goblin Barrel
Goblin Gang Bats Battle Ram Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
P.E.K.K.A
Bats Minions Goblin Gang Battle Ram Wizard Goblin Barrel

Defense Synergies 0 7

Bats
Minions P.E.K.K.A
Minions
Bats P.E.K.K.A
Goblin Gang
Skeleton Army P.E.K.K.A
Battle Ram
Wizard
Skeleton Army P.E.K.K.A
Goblin Barrel
Skeleton Army
Goblin Gang Wizard
P.E.K.K.A
Bats Minions Goblin Gang Wizard

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.

Minions Wizard
Skeleton Army P.E.K.K.A Bats Minions Goblin Gang
Goblin Gang Skeleton Army P.E.K.K.A Bats Minions
Skeleton Army P.E.K.K.A Bats Minions Goblin Gang
Skeleton Army P.E.K.K.A
Goblin Gang Skeleton Army Bats Minions
Bats Minions Goblin Gang Wizard
P.E.K.K.A
P.E.K.K.A Minions Goblin Gang Skeleton Army
Goblin Gang Skeleton Army
Bats Minions Goblin Gang Skeleton Army Wizard
Minions Bats Goblin Gang Wizard
Skeleton Army P.E.K.K.A Bats Minions Goblin Gang Wizard
Wizard Skeleton Army Bats Minions Goblin Gang P.E.K.K.A
Skeleton Army P.E.K.K.A Goblin Gang
Skeleton Army Goblin Gang P.E.K.K.A
Wizard Bats Minions Goblin Gang Skeleton Army P.E.K.K.A
Bats Minions Goblin Gang Wizard Skeleton Army
Wizard Bats Minions
P.E.K.K.A
Goblin Gang Wizard Skeleton Army Bats Minions 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 Skeleton Army P.E.K.K.A
Goblin Gang Wizard
Goblin Gang Skeleton Army P.E.K.K.A Bats Minions
Goblin Gang Skeleton Army P.E.K.K.A Bats
P.E.K.K.A Goblin Gang Skeleton Army
Wizard Bats Minions Goblin Gang
Goblin Gang Skeleton Army P.E.K.K.A Bats Minions
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Minions Skeleton Army
P.E.K.K.A Goblin Gang Skeleton Army
P.E.K.K.A Bats Minions
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Goblin Gang Wizard
Wizard Skeleton Army
Goblin Gang Skeleton Army Bats Minions P.E.K.K.A
Bats Minions Wizard 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.)

Wizard
Wizard Bats Minions
Wizard
Wizard
Wizard
Bats Minions Goblin Gang
Wizard
Wizard
Minions
Wizard
Wizard
Bats Minions
Wizard
Wizard
Minions
Wizard
Wizard
Wizard
Wizard
Bats Wizard
Bats Minions Wizard
Wizard
P.E.K.K.A
Wizard
Bats Minions Goblin Gang Skeleton Army
Wizard
Goblin Gang Wizard
Wizard
P.E.K.K.A
Bats Minions Goblin Gang
Bats

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