My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 Goblin Gang Flying Machine

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.

Bomber Bats Flying Machine P.E.K.K.A

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.

Zap Rage

Punishments

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

Goblin Gang Elite Barbarians

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 Elite Barbarians Flying Machine 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.

Elite Barbarians

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
Bomber Bats Goblin Gang Elite Barbarians
Giant Snowball
Bomber Bats Goblin Gang Flying Machine
Zap
Bomber Bats Goblin Gang Flying Machine
Barbarian Barrel
Bomber Goblin Gang Elite Barbarians
The Log
Bomber Goblin Gang Elite Barbarians
Earthquake
Bomber Goblin Gang
Arrows
Bomber Bats Goblin Gang Flying Machine
Royal Delivery
Bomber Bats Goblin Gang Elite Barbarians Flying Machine P.E.K.K.A
Fireball
Bomber Goblin Gang Elite Barbarians Flying Machine
Poison
Bomber Bats Goblin Gang Flying Machine
Lightning
Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap

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 Rage 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.

Elite Barbarians

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

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.

Bomber Bats Zap Rage Goblin Gang Flying Machine Elite Barbarians P.E.K.K.A

Shortest cycle

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

8 Bomber Bats Zap Rage

Attack Synergies 3 12

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.

Bomber
Bats Zap Elite Barbarians P.E.K.K.A
Bats
Bomber Zap Elite Barbarians Flying Machine Rage P.E.K.K.A
Zap
Elite Barbarians P.E.K.K.A Bomber Bats Flying Machine
Goblin Gang
P.E.K.K.A
Elite Barbarians
Zap Rage Bomber Bats
Flying Machine
Bats Zap P.E.K.K.A
Rage
Elite Barbarians Bats
P.E.K.K.A
Zap Bomber Bats Goblin Gang Flying Machine

Defense Synergies 0 12

Bomber
Bats Zap P.E.K.K.A
Bats
Bomber Zap P.E.K.K.A
Zap
Bomber Bats Goblin Gang Elite Barbarians Flying Machine P.E.K.K.A
Goblin Gang
Zap Flying Machine P.E.K.K.A
Elite Barbarians
Zap
Flying Machine
Zap Goblin Gang P.E.K.K.A
Rage
P.E.K.K.A
Bomber Bats Zap Goblin Gang Flying Machine

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.

Bomber Zap Flying Machine
Elite Barbarians P.E.K.K.A Bomber Bats Zap Goblin Gang Flying Machine
Goblin Gang P.E.K.K.A Bomber Bats Elite Barbarians
Elite Barbarians P.E.K.K.A Bomber Bats Goblin Gang
Bomber Elite Barbarians P.E.K.K.A
Goblin Gang Bomber Bats Zap Flying Machine
Bats Zap Goblin Gang Flying Machine
Zap Flying Machine P.E.K.K.A
P.E.K.K.A Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Bomber
Bats Goblin Gang Bomber Zap Flying Machine
Bats Zap Goblin Gang Flying Machine
P.E.K.K.A Bomber Bats Zap Goblin Gang Elite Barbarians Flying Machine
Bomber Bats Zap Goblin Gang P.E.K.K.A
Elite Barbarians P.E.K.K.A Goblin Gang
Zap Goblin Gang Elite Barbarians P.E.K.K.A
Bomber Bats Goblin Gang Elite Barbarians P.E.K.K.A
Bomber Bats Zap Goblin Gang Elite Barbarians Flying Machine
Zap Bomber Bats Flying Machine
P.E.K.K.A Elite Barbarians
Bomber Goblin Gang Bats Elite Barbarians Flying Machine 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 Zap Elite Barbarians P.E.K.K.A
Bomber Zap Goblin Gang Elite Barbarians Flying Machine
Goblin Gang P.E.K.K.A Bats Zap Elite Barbarians
Goblin Gang P.E.K.K.A Bats Zap Elite Barbarians
P.E.K.K.A Goblin Gang Elite Barbarians
Bats Zap Goblin Gang Flying Machine
Goblin Gang P.E.K.K.A Bats Elite Barbarians Flying Machine
P.E.K.K.A Elite Barbarians
Zap P.E.K.K.A Bats Elite Barbarians Flying Machine
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Elite Barbarians Flying Machine
P.E.K.K.A Zap Elite Barbarians
Elite Barbarians P.E.K.K.A Goblin Gang
Bomber Flying Machine
Goblin Gang Elite Barbarians Bomber Bats Zap Flying Machine P.E.K.K.A
Bats Bomber Zap Elite Barbarians Flying Machine 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.)

Flying Machine
Zap Flying Machine
Flying Machine
Flying Machine
Bomber Zap
Bats Zap Flying Machine
Bomber Flying Machine
Zap Flying Machine
Zap Flying Machine
Bats Goblin Gang Elite Barbarians
Zap Flying Machine
Zap Flying Machine
Flying Machine Elite Barbarians
Flying Machine
Zap Elite Barbarians Flying Machine
Bomber Zap Flying Machine
Flying Machine
Bomber Bats
Bomber Zap Flying Machine
Bomber Zap Flying Machine
Zap Flying Machine
Zap Bomber
Zap Flying Machine
Zap Flying Machine
Zap
Elite Barbarians Bats Zap Flying Machine
Zap Bats Flying Machine
Elite Barbarians
Bomber Zap
Zap
P.E.K.K.A
Zap Bats Goblin Gang Flying Machine
Zap Flying Machine
Goblin Gang Flying Machine
Bomber Zap Flying Machine
Zap
Elite Barbarians Flying Machine P.E.K.K.A
Zap Bats Goblin Gang Elite Barbarians Flying Machine
Bats Zap Flying Machine
Zap Flying Machine

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