My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Wizard Baby Dragon

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 Wizard Baby Dragon Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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 Mini P.E.K.K.A Hog Rider Mega Knight

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 Hog Rider Baby Dragon Mega Knight

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 Hog 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 Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider Baby Dragon
Zap
Bats Goblin Gang
Barbarian Barrel
Goblin Gang Wizard
The Log
Goblin Gang Mini P.E.K.K.A Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Mini P.E.K.K.A Hog Rider Wizard Baby Dragon
Fireball
Goblin Gang Hog Rider Wizard Baby Dragon
Poison
Bats Goblin Gang Wizard
Lightning
Mini P.E.K.K.A Wizard Baby Dragon
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon Mega Knight

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 Mini P.E.K.K.A Baby Dragon Mega Knight

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Mini P.E.K.K.A Hog Rider Baby Dragon Wizard Mega Knight

Shortest cycle

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

12 Bats Arrows Goblin Gang Mini P.E.K.K.A

Attack Synergies 4 15

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
Hog Rider Mega Knight Mini P.E.K.K.A Baby Dragon
Arrows
Hog Rider Mini P.E.K.K.A Mega Knight
Goblin Gang
Hog Rider Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Bats Arrows Goblin Gang Hog Rider Wizard Baby Dragon Mega Knight
Hog Rider
Bats Arrows Goblin Gang Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider Mega Knight
Baby Dragon
Bats Goblin Gang Mini P.E.K.K.A Hog Rider Mega Knight
Mega Knight
Bats Arrows Mini P.E.K.K.A Hog Rider Wizard Baby Dragon

Defense Synergies 1 9

Bats
Mini P.E.K.K.A Baby Dragon Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A
Goblin Gang
Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Arrows Goblin Gang Wizard Baby Dragon
Hog Rider
Wizard
Mini P.E.K.K.A Mega Knight
Baby Dragon
Bats Mini P.E.K.K.A Mega Knight
Mega Knight
Arrows Bats Wizard 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.

Wizard Baby Dragon
Mini P.E.K.K.A Bats Goblin Gang Mega Knight
Goblin Gang Mini P.E.K.K.A Mega Knight Bats
Mini P.E.K.K.A Bats Goblin Gang Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Goblin Gang Bats Baby Dragon Mega Knight
Bats Arrows Goblin Gang Wizard Baby Dragon
Arrows Baby Dragon Mega Knight
Mini P.E.K.K.A Goblin Gang
Goblin Gang Mini P.E.K.K.A Mega Knight
Bats Goblin Gang Arrows Wizard Baby Dragon Mega Knight
Arrows Bats Goblin Gang Wizard Baby Dragon
Mini P.E.K.K.A Mega Knight Bats Goblin Gang Wizard
Wizard Mega Knight Bats Arrows Goblin Gang Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A Goblin Gang Mega Knight
Goblin Gang Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Bats Arrows Goblin Gang Mini P.E.K.K.A
Arrows Mega Knight Bats Goblin Gang Wizard Baby Dragon
Arrows Wizard Baby Dragon Bats Mega Knight
Mini P.E.K.K.A
Goblin Gang Wizard Mega Knight Bats Arrows Mini P.E.K.K.A Baby Dragon

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 Mega Knight
Arrows Goblin Gang Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Goblin Gang Mega Knight Bats Mini P.E.K.K.A
Goblin Gang Mini P.E.K.K.A Mega Knight Bats
Goblin Gang Mini P.E.K.K.A Mega Knight
Arrows Wizard Bats Goblin Gang Baby Dragon
Goblin Gang Mini P.E.K.K.A Bats
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Mini P.E.K.K.A Baby Dragon
Goblin Gang
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Arrows
Mini P.E.K.K.A Mega Knight Goblin Gang Wizard
Wizard Baby Dragon Mega Knight
Goblin Gang Bats Mini P.E.K.K.A Baby Dragon
Bats Arrows Mega Knight Mini P.E.K.K.A Wizard Baby Dragon

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
Wizard Arrows Baby Dragon Mega Knight
Arrows Wizard Bats Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard
Bats Goblin Gang Mini P.E.K.K.A
Arrows Wizard
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Mega Knight
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Arrows Wizard Baby Dragon Mega Knight
Baby Dragon Mega Knight
Arrows Wizard
Arrows Baby Dragon
Arrows Wizard Baby Dragon Mega Knight
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Mega Knight
Arrows Baby Dragon
Bats Arrows Wizard Baby Dragon
Bats Wizard
Mini P.E.K.K.A
Arrows Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Bats Goblin Gang
Arrows Wizard Baby Dragon
Arrows
Goblin Gang Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Arrows Wizard Baby Dragon
Arrows
Mega Knight
Bats Goblin Gang Baby Dragon
Bats
Baby Dragon Mega Knight

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