My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Baby Dragon 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 Giant Baby Dragon Witch P.E.K.K.A

Offensive cards

Win conditions

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

Giant Goblin Barrel

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.

Giant 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.

Barbarians Giant Baby Dragon 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 Giant Goblin Barrel
Giant Snowball
Bats Barbarians Goblin Barrel Baby Dragon Witch
Zap
Bats Goblin Barrel Witch
Barbarian Barrel
Barbarians Goblin Barrel Witch
The Log
Barbarians Goblin Barrel Witch
Earthquake
Barbarians Goblin Barrel Witch
Arrows
Bats Goblin Barrel Witch
Royal Delivery
Bats Barbarians Goblin Barrel Baby Dragon Witch P.E.K.K.A
Fireball
Barbarians Goblin Barrel Baby Dragon Witch
Poison
Bats Barbarians Witch
Lightning
Baby Dragon Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon

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 Baby Dragon 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

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.

Barbarians Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Barrel Baby Dragon Barbarians Giant Witch P.E.K.K.A

Shortest cycle

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

12 Bats Arrows Goblin Barrel Baby Dragon

Attack Synergies 4 11

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
Giant Goblin Barrel Baby Dragon P.E.K.K.A
Arrows
Giant P.E.K.K.A Goblin Barrel
Barbarians
Giant
Bats Arrows Goblin Barrel Baby Dragon Witch
Goblin Barrel
Giant Bats Arrows Baby Dragon P.E.K.K.A
Baby Dragon
Bats Giant Goblin Barrel Witch P.E.K.K.A
Witch
Giant Baby Dragon P.E.K.K.A
P.E.K.K.A
Arrows Bats Goblin Barrel Baby Dragon Witch

Defense Synergies 0 6

Bats
Baby Dragon P.E.K.K.A
Arrows
Barbarians P.E.K.K.A
Barbarians
Arrows
Giant
Goblin Barrel
Baby Dragon
Bats Witch P.E.K.K.A
Witch
Baby Dragon
P.E.K.K.A
Bats Arrows Baby Dragon

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.

Baby Dragon
Barbarians P.E.K.K.A Bats Witch
Barbarians Witch P.E.K.K.A Bats
Barbarians Witch P.E.K.K.A Bats
Arrows Barbarians P.E.K.K.A
Arrows Bats Baby Dragon
Bats Arrows Baby Dragon Witch
Arrows Barbarians Baby Dragon P.E.K.K.A
Barbarians Witch P.E.K.K.A
Barbarians
Bats Barbarians Witch Arrows Baby Dragon
Arrows Bats Baby Dragon Witch
Barbarians P.E.K.K.A Bats Witch
Bats Arrows Barbarians Baby Dragon Witch P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Bats Arrows Witch P.E.K.K.A
Arrows Bats Barbarians Baby Dragon Witch
Arrows Baby Dragon Witch Bats Barbarians
Barbarians P.E.K.K.A
Bats Arrows Barbarians Baby Dragon Witch P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Witch P.E.K.K.A
Arrows Baby Dragon
Barbarians P.E.K.K.A Bats Witch
P.E.K.K.A Bats Barbarians
Barbarians P.E.K.K.A Witch
Arrows Bats Baby Dragon Witch
P.E.K.K.A Bats Barbarians Witch
P.E.K.K.A Barbarians
P.E.K.K.A Bats Barbarians Baby Dragon Witch
Witch P.E.K.K.A Barbarians
P.E.K.K.A Bats Barbarians Witch
P.E.K.K.A Arrows Barbarians
Barbarians P.E.K.K.A Witch
Barbarians Baby Dragon Witch
Barbarians Witch Bats Baby Dragon P.E.K.K.A
Bats Arrows Barbarians Baby Dragon 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.)

Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Barbarians
Arrows Baby Dragon
Arrows Bats Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Bats
Arrows
Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Bats
Arrows Baby Dragon
Arrows Baby Dragon Witch
Baby Dragon
Arrows
Arrows Barbarians Baby Dragon
Arrows Baby Dragon Witch
Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon
Bats Arrows Baby Dragon Witch
Bats Witch
Arrows
Arrows
P.E.K.K.A
Arrows
Bats Barbarians Witch
Arrows Baby Dragon Witch
Arrows
Baby Dragon
Arrows Baby Dragon
Arrows
P.E.K.K.A
Bats Baby Dragon Witch
Bats Witch
Baby Dragon Witch

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