My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

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 Three Musketeers

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 Battle Ram Wizard Elixir Collector Three Musketeers Golem

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

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 Battle Ram

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 Mini P.E.K.K.A Battle Ram Golem

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 Golem

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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 Mini P.E.K.K.A Battle Ram Elixir Collector Golem

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 Three Musketeers

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 Goblin Gang Mini P.E.K.K.A Battle Ram Wizard Elixir Collector Golem Three Musketeers

Shortest cycle

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

13 Bats Goblin Gang Mini P.E.K.K.A Battle Ram

Attack Synergies 0 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
Mini P.E.K.K.A Battle Ram Golem
Goblin Gang
Mini P.E.K.K.A Battle Ram Three Musketeers Golem
Mini P.E.K.K.A
Bats Goblin Gang Wizard Golem
Battle Ram
Bats Goblin Gang Three Musketeers
Wizard
Mini P.E.K.K.A Golem
Elixir Collector
Three Musketeers
Goblin Gang Battle Ram
Golem
Bats Goblin Gang Mini P.E.K.K.A Wizard

Defense Synergies 0 3

Bats
Mini P.E.K.K.A
Goblin Gang
Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Goblin Gang Wizard
Battle Ram
Wizard
Mini P.E.K.K.A
Elixir Collector
Three Musketeers
Golem

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
Mini P.E.K.K.A Bats Goblin Gang Three Musketeers
Goblin Gang Mini P.E.K.K.A Three Musketeers Bats
Mini P.E.K.K.A Three Musketeers Bats Goblin Gang
Mini P.E.K.K.A
Goblin Gang Bats
Bats Three Musketeers Goblin Gang Wizard
Mini P.E.K.K.A Three Musketeers Goblin Gang
Goblin Gang Mini P.E.K.K.A
Bats Goblin Gang Wizard
Three Musketeers Bats Goblin Gang Wizard
Mini P.E.K.K.A Bats Goblin Gang Wizard Three Musketeers
Wizard Three Musketeers Bats Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A Goblin Gang Three Musketeers
Goblin Gang Mini P.E.K.K.A Three Musketeers
Wizard Three Musketeers Bats Goblin Gang Mini P.E.K.K.A
Bats Goblin Gang Wizard Three Musketeers
Wizard Bats
Mini P.E.K.K.A Three Musketeers
Goblin Gang Wizard Bats Mini 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 Mini P.E.K.K.A
Goblin Gang Mini P.E.K.K.A Wizard
Goblin Gang Bats Mini P.E.K.K.A
Goblin Gang Mini P.E.K.K.A Bats
Goblin Gang Mini P.E.K.K.A Three Musketeers
Wizard Bats Goblin Gang Three Musketeers
Goblin Gang Mini P.E.K.K.A Bats
Mini P.E.K.K.A
Bats Mini P.E.K.K.A
Goblin Gang Three Musketeers
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Goblin Gang Wizard Three Musketeers
Wizard Three Musketeers
Goblin Gang Bats Mini P.E.K.K.A Three Musketeers
Bats Mini P.E.K.K.A 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.)

Wizard
Wizard Bats
Wizard
Wizard
Wizard
Bats Goblin Gang Mini P.E.K.K.A Three Musketeers
Wizard
Wizard
Three Musketeers
Wizard Three Musketeers
Wizard Three Musketeers
Three Musketeers
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Three Musketeers
Wizard
Wizard
Wizard
Wizard
Wizard
Bats Wizard
Bats Wizard
Mini P.E.K.K.A
Wizard
Wizard
Bats Goblin Gang
Wizard Three Musketeers
Goblin Gang Mini P.E.K.K.A Wizard Three Musketeers
Wizard
Three Musketeers
Bats Goblin Gang
Bats

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