My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Goblin Gang Three Musketeers 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 Elixir Collector Three Musketeers 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.

Three Musketeers

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.

Elixir Collector

Dropped at the bridge

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

Goblin Gang 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 Goblin Gang Three Musketeers Skeleton Army
Giant Snowball
Bats Goblin Gang Three Musketeers Skeleton Army
Zap
Bats Goblin Gang Three Musketeers Skeleton Army
Barbarian Barrel
Goblin Gang Three Musketeers Skeleton Army Electro Wizard
The Log
Goblin Gang Three Musketeers Skeleton Army
Earthquake
Goblin Gang Elixir Collector Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Goblin Gang Three Musketeers Skeleton Army P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Elixir Collector Three Musketeers Skeleton Army Electro Wizard
Poison
Bats Goblin Gang Elixir Collector Three Musketeers Skeleton Army Electro Wizard
Lightning
Elixir Collector Three Musketeers Electro Wizard
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Arrows Elixir Collector 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.

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.

Goblin Gang Three Musketeers 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.

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 Skeleton Army Electro Wizard Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

11 Bats Arrows Goblin Gang Skeleton Army

Attack Synergies 2 3

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
Arrows
P.E.K.K.A
Goblin Gang
Three Musketeers P.E.K.K.A
Elixir Collector
Three Musketeers
Goblin Gang
Skeleton Army
P.E.K.K.A
Arrows Electro Wizard Bats Goblin Gang
Electro Wizard
P.E.K.K.A

Defense Synergies 0 8

Bats
P.E.K.K.A Electro Wizard
Arrows
P.E.K.K.A
Goblin Gang
Skeleton Army P.E.K.K.A Electro Wizard
Elixir Collector
Three Musketeers
Skeleton Army
Goblin Gang Electro Wizard
P.E.K.K.A
Bats Arrows Goblin Gang Electro Wizard
Electro Wizard
Bats Goblin Gang Skeleton Army 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.

Electro Wizard
Skeleton Army P.E.K.K.A Bats Goblin Gang Three Musketeers Electro Wizard
Goblin Gang Three Musketeers Skeleton Army P.E.K.K.A Bats Electro Wizard
Three Musketeers Skeleton Army P.E.K.K.A Bats Goblin Gang Electro Wizard
Arrows Skeleton Army P.E.K.K.A
Arrows Goblin Gang Skeleton Army Bats Electro Wizard
Bats Three Musketeers Electro Wizard Arrows Goblin Gang
Arrows P.E.K.K.A Electro Wizard
Three Musketeers P.E.K.K.A Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Electro Wizard
Bats Goblin Gang Skeleton Army Electro Wizard Arrows
Arrows Three Musketeers Bats Goblin Gang Electro Wizard
Skeleton Army P.E.K.K.A Bats Goblin Gang Three Musketeers Electro Wizard
Three Musketeers Skeleton Army Bats Arrows Goblin Gang P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Goblin Gang Three Musketeers Electro Wizard
Skeleton Army Goblin Gang Three Musketeers P.E.K.K.A Electro Wizard
Three Musketeers Bats Arrows Goblin Gang Skeleton Army P.E.K.K.A Electro Wizard
Arrows Bats Goblin Gang Three Musketeers Skeleton Army Electro Wizard
Arrows Bats Electro Wizard
P.E.K.K.A Three Musketeers Electro Wizard
Goblin Gang Skeleton Army Bats Arrows 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 Skeleton Army P.E.K.K.A Electro Wizard
Electro Wizard Arrows Goblin Gang
Goblin Gang Skeleton Army P.E.K.K.A Bats Electro Wizard
Goblin Gang Skeleton Army P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Goblin Gang Three Musketeers Skeleton Army
Arrows Bats Goblin Gang Three Musketeers Electro Wizard
Goblin Gang Skeleton Army P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Bats Skeleton Army
P.E.K.K.A Goblin Gang Three Musketeers Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Arrows Electro Wizard
Skeleton Army P.E.K.K.A Goblin Gang Three Musketeers
Three Musketeers Skeleton Army
Goblin Gang Skeleton Army Electro Wizard Bats Three Musketeers P.E.K.K.A
Bats Arrows 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
Arrows
Arrows Bats
Arrows
Arrows
Arrows
Bats Goblin Gang Three Musketeers Electro Wizard
Arrows Electro Wizard
Arrows
Three Musketeers
Arrows
Arrows
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Bats
Arrows Three Musketeers Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Bats Goblin Gang Skeleton Army
Arrows Three Musketeers Electro Wizard
Arrows
Goblin Gang Three Musketeers Electro Wizard
Arrows
Arrows
Three Musketeers P.E.K.K.A
Bats Goblin Gang Electro Wizard
Bats Electro Wizard
Electro Wizard

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