My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Goblin Gang Wizard Electro 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 Archers Wizard P.E.K.K.A Electro Wizard

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

Punishments

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

Goblin Gang

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 Barbarians 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.

Electro Wizard

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 Goblin Gang
Giant Snowball
Bats Archers Goblin Gang Barbarians
Zap
Bats Archers Goblin Gang
Barbarian Barrel
Archers Goblin Gang Barbarians Wizard Electro Wizard
The Log
Archers Goblin Gang Barbarians
Earthquake
Archers Goblin Gang Barbarians
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Goblin Gang Barbarians Wizard P.E.K.K.A Electro Wizard
Fireball
Archers Goblin Gang Barbarians Wizard Electro Wizard
Poison
Bats Archers Goblin Gang Barbarians Wizard Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Arrows 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 Barbarians Wizard Electro Wizard

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Arrows Goblin Gang Electro Wizard Barbarians Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Archers Arrows Goblin Gang

Attack Synergies 2 5

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
P.E.K.K.A
Archers
Arrows P.E.K.K.A
Arrows
P.E.K.K.A Archers
Goblin Gang
P.E.K.K.A
Barbarians
Wizard
P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Bats Archers Goblin Gang Wizard
Electro Wizard
P.E.K.K.A

Defense Synergies 0 13

Bats
P.E.K.K.A Electro Wizard
Archers
Goblin Gang P.E.K.K.A Electro Wizard
Arrows
Barbarians P.E.K.K.A
Goblin Gang
Archers Barbarians P.E.K.K.A Electro Wizard
Barbarians
Arrows Goblin Gang
Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Bats Archers Arrows Goblin Gang Wizard Electro Wizard
Electro Wizard
Bats Archers Goblin Gang Wizard 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.

Wizard Electro Wizard
Barbarians P.E.K.K.A Bats Goblin Gang Electro Wizard
Goblin Gang Barbarians P.E.K.K.A Bats Archers Electro Wizard
Barbarians P.E.K.K.A Bats Goblin Gang Electro Wizard
Arrows Barbarians P.E.K.K.A
Arrows Goblin Gang Bats Archers Electro Wizard
Bats Electro Wizard Archers Arrows Goblin Gang Wizard
Arrows Barbarians P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Goblin Gang
Goblin Gang Archers Barbarians Electro Wizard
Bats Archers Goblin Gang Barbarians Electro Wizard Arrows Wizard
Arrows Bats Archers Goblin Gang Wizard Electro Wizard
Barbarians P.E.K.K.A Bats Goblin Gang Wizard Electro Wizard
Wizard Bats Arrows Goblin Gang Barbarians P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Goblin Gang Electro Wizard
Barbarians Goblin Gang P.E.K.K.A Electro Wizard
Barbarians Wizard Bats Arrows Goblin Gang P.E.K.K.A Electro Wizard
Arrows Bats Archers Goblin Gang Barbarians Wizard Electro Wizard
Arrows Wizard Bats Archers Barbarians Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Goblin Gang Wizard Bats Archers Arrows Barbarians P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Barbarians Archers P.E.K.K.A Electro Wizard
Electro Wizard Archers Arrows Goblin Gang Wizard
Goblin Gang Barbarians P.E.K.K.A Bats Electro Wizard
Goblin Gang P.E.K.K.A Bats Barbarians Electro Wizard
Barbarians P.E.K.K.A Goblin Gang
Arrows Wizard Bats Archers Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Bats Archers Barbarians Electro Wizard
P.E.K.K.A Barbarians
P.E.K.K.A Electro Wizard Bats Barbarians
P.E.K.K.A Goblin Gang Barbarians
P.E.K.K.A Bats Barbarians
P.E.K.K.A Arrows Barbarians Electro Wizard
Barbarians P.E.K.K.A Goblin Gang Wizard
Wizard Archers Barbarians
Goblin Gang Barbarians Electro Wizard Bats Archers P.E.K.K.A
Bats Arrows Archers Barbarians Wizard P.E.K.K.A Electro Wizard

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.)

Arrows
Arrows Electro Wizard
Arrows
Arrows Barbarians
Wizard Arrows
Arrows Wizard Bats
Archers Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats Goblin Gang Electro Wizard
Arrows Wizard Electro Wizard
Archers Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Bats
Archers Arrows Wizard Electro Wizard
Arrows Wizard
Arrows Wizard
Arrows Barbarians
Arrows Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Bats Archers Arrows Wizard Electro Wizard
Electro Wizard Bats Wizard
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Bats Archers Goblin Gang Barbarians
Archers Arrows Wizard Electro Wizard
Arrows
Goblin Gang Wizard Electro Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Bats Goblin Gang Electro Wizard
Bats Electro Wizard
Electro Wizard

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