My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman

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 Inferno Tower Baby Dragon Executioner

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Baby Dragon Executioner 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 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.

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 Baby Dragon P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Baby Dragon Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Baby Dragon Executioner

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 Inferno Tower Baby Dragon Executioner P.E.K.K.A

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Goblin Gang Baby Dragon Inferno Tower Executioner P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Goblin Gang

Attack Synergies 3 9

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
Zap Baby Dragon P.E.K.K.A
Zap
Arrows P.E.K.K.A Bats Baby Dragon Executioner
Arrows
Zap P.E.K.K.A
Goblin Gang
Baby Dragon P.E.K.K.A
Inferno Tower
Baby Dragon
Bats Zap Goblin Gang P.E.K.K.A
Executioner
Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Bats Goblin Gang Baby Dragon Executioner

Defense Synergies 1 15

Bats
Zap Inferno Tower Baby Dragon P.E.K.K.A
Zap
Bats Arrows Goblin Gang Inferno Tower Baby Dragon Executioner P.E.K.K.A
Arrows
Zap Inferno Tower P.E.K.K.A
Goblin Gang
Inferno Tower Zap P.E.K.K.A
Inferno Tower
Goblin Gang Bats Zap Arrows Baby Dragon
Baby Dragon
Bats Zap Inferno Tower P.E.K.K.A
Executioner
Zap
P.E.K.K.A
Bats Zap Arrows Goblin Gang 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.

Zap Inferno Tower Baby Dragon Executioner
Inferno Tower P.E.K.K.A Bats Zap Goblin Gang Executioner
Goblin Gang Inferno Tower P.E.K.K.A Bats Executioner
Inferno Tower P.E.K.K.A Bats Goblin Gang
Arrows P.E.K.K.A
Arrows Goblin Gang Bats Zap Baby Dragon Executioner
Bats Inferno Tower Zap Arrows Goblin Gang Baby Dragon Executioner
Zap Arrows Inferno Tower Baby Dragon P.E.K.K.A
Inferno Tower P.E.K.K.A Goblin Gang
Goblin Gang Inferno Tower
Bats Goblin Gang Executioner Zap Arrows Baby Dragon
Arrows Inferno Tower Executioner Bats Zap Goblin Gang Baby Dragon
Inferno Tower P.E.K.K.A Bats Zap Goblin Gang
Executioner Bats Zap Arrows Goblin Gang Baby Dragon P.E.K.K.A
Inferno Tower P.E.K.K.A Goblin Gang
Inferno Tower Zap Goblin Gang P.E.K.K.A
Bats Arrows Goblin Gang Inferno Tower Executioner P.E.K.K.A
Arrows Bats Zap Goblin Gang Baby Dragon Executioner
Zap Arrows Baby Dragon Executioner Bats
P.E.K.K.A Inferno Tower
Goblin Gang Bats Arrows Baby Dragon Executioner 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 Inferno Tower P.E.K.K.A
Zap Arrows Goblin Gang Baby Dragon Executioner
Goblin Gang P.E.K.K.A Bats Zap Inferno Tower
Goblin Gang P.E.K.K.A Bats Zap Inferno Tower
Inferno Tower P.E.K.K.A Goblin Gang Executioner
Arrows Executioner Bats Zap Goblin Gang Baby Dragon
Goblin Gang P.E.K.K.A Bats Inferno Tower
Inferno Tower P.E.K.K.A
Zap P.E.K.K.A Bats Inferno Tower Baby Dragon
Inferno Tower P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Inferno Tower
P.E.K.K.A Zap Arrows
P.E.K.K.A Goblin Gang Inferno Tower Executioner
Baby Dragon Executioner
Goblin Gang Inferno Tower Bats Zap Baby Dragon Executioner P.E.K.K.A
Bats Arrows Executioner Zap Inferno Tower Baby Dragon 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 Zap Baby Dragon Executioner
Arrows Baby Dragon
Arrows
Executioner Zap Arrows Baby Dragon
Arrows Executioner Bats Zap Baby Dragon
Arrows Baby Dragon Executioner
Arrows Zap Baby Dragon Executioner
Arrows Zap
Bats Goblin Gang
Zap Arrows
Zap Arrows Baby Dragon Executioner
Baby Dragon Executioner
Arrows Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon Executioner
Arrows Baby Dragon Executioner
Arrows
Bats
Zap Arrows Baby Dragon Executioner
Zap Arrows Baby Dragon
Baby Dragon
Arrows
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon Executioner
Arrows Zap Baby Dragon Executioner
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Bats Zap Arrows Baby Dragon Executioner
Zap Bats
Zap Arrows
Zap Arrows
P.E.K.K.A
Arrows
Zap Bats Goblin Gang
Zap Arrows Baby Dragon Executioner
Arrows
Goblin Gang Baby Dragon Executioner
Arrows Zap Baby Dragon Executioner
Zap Arrows
Executioner P.E.K.K.A
Zap Bats Goblin Gang Baby Dragon
Bats Zap Executioner
Zap Baby Dragon Executioner

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