My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Goblin Gang Flying Machine Princess

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 Archers Flying Machine P.E.K.K.A Princess

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.

Zap

Punishments

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

Goblin Gang Hog Rider Princess

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 Flying Machine Hog Rider P.E.K.K.A Princess

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.

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 Archers Goblin Gang Hog Rider
Giant Snowball
Bats Archers Goblin Gang Flying Machine Hog Rider Princess
Zap
Bats Archers Goblin Gang Flying Machine Princess
Barbarian Barrel
Archers Goblin Gang Princess
The Log
Archers Goblin Gang Hog Rider Princess
Earthquake
Archers Goblin Gang Hog Rider
Arrows
Bats Archers Goblin Gang Flying Machine Princess
Royal Delivery
Bats Archers Goblin Gang Flying Machine Hog Rider P.E.K.K.A Princess
Fireball
Archers Goblin Gang Flying Machine Hog Rider Princess
Poison
Bats Archers Goblin Gang Flying Machine Princess
Lightning
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Princess

Against ground swarms

Spells and units that can counter ground swarms.

Zap Princess

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 P.E.K.K.A Princess

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.

Princess

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Goblin Gang Princess Flying Machine Hog Rider P.E.K.K.A

Shortest cycle

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

10 Bats Zap Archers Goblin Gang

Attack Synergies 4 14

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 Zap Flying Machine P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Bats Archers Flying Machine Princess
Archers
Zap Hog Rider P.E.K.K.A
Goblin Gang
Hog Rider P.E.K.K.A Princess
Flying Machine
Bats Zap Hog Rider P.E.K.K.A
Hog Rider
Bats Zap Goblin Gang Archers Flying Machine Princess
P.E.K.K.A
Zap Bats Archers Goblin Gang Flying Machine Princess
Princess
Zap Goblin Gang Hog Rider P.E.K.K.A

Defense Synergies 0 14

Bats
Zap P.E.K.K.A
Zap
Bats Archers Goblin Gang Flying Machine P.E.K.K.A Princess
Archers
Zap Goblin Gang P.E.K.K.A
Goblin Gang
Zap Archers Flying Machine P.E.K.K.A Princess
Flying Machine
Zap Goblin Gang P.E.K.K.A
Hog Rider
P.E.K.K.A
Bats Zap Archers Goblin Gang Flying Machine Princess
Princess
Zap Goblin Gang 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.

Zap Flying Machine
P.E.K.K.A Bats Zap Goblin Gang Flying Machine
Goblin Gang P.E.K.K.A Bats Archers
P.E.K.K.A Bats Goblin Gang
P.E.K.K.A Princess
Goblin Gang Bats Zap Archers Flying Machine
Bats Zap Archers Goblin Gang Flying Machine Princess
Zap Flying Machine P.E.K.K.A
P.E.K.K.A Goblin Gang Princess
Goblin Gang Archers
Bats Archers Goblin Gang Zap Flying Machine Princess
Bats Zap Archers Goblin Gang Flying Machine Princess
P.E.K.K.A Bats Zap Goblin Gang Flying Machine
Bats Zap Goblin Gang P.E.K.K.A Princess
P.E.K.K.A Goblin Gang
Zap Goblin Gang P.E.K.K.A
Bats Goblin Gang P.E.K.K.A
Bats Zap Archers Goblin Gang Flying Machine
Zap Bats Archers Flying Machine Princess
P.E.K.K.A
Goblin Gang Bats Archers 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 Archers P.E.K.K.A
Zap Archers Goblin Gang Flying Machine
Goblin Gang P.E.K.K.A Bats Zap
Goblin Gang P.E.K.K.A Bats Zap
P.E.K.K.A Goblin Gang
Bats Zap Archers Goblin Gang Flying Machine Princess
Goblin Gang P.E.K.K.A Bats Archers Flying Machine
P.E.K.K.A
Zap P.E.K.K.A Bats Flying Machine
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Flying Machine
P.E.K.K.A Zap
P.E.K.K.A Goblin Gang
Archers Flying Machine Princess
Goblin Gang Bats Zap Archers Flying Machine P.E.K.K.A
Bats Zap Archers Flying Machine P.E.K.K.A Princess

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.)

Princess Flying Machine
Zap Flying Machine Princess
Flying Machine
Flying Machine
Zap
Bats Zap Flying Machine Princess
Archers Flying Machine Princess
Zap Flying Machine Princess
Zap Flying Machine
Bats Goblin Gang
Zap Flying Machine Princess
Zap Archers Flying Machine Princess
Flying Machine Princess
Flying Machine Princess
Princess Zap Flying Machine
Zap Flying Machine Princess
Flying Machine Princess
Bats
Zap Archers Flying Machine Princess
Zap Flying Machine Princess
Princess
Zap Flying Machine
Zap Princess
Zap Flying Machine Princess
Zap Flying Machine Princess
Zap
Bats Zap Archers Flying Machine Princess
Zap Bats Flying Machine
Zap
Zap Princess
P.E.K.K.A
Princess
Zap Bats Archers Goblin Gang Flying Machine Princess
Zap Archers Flying Machine Princess
Goblin Gang Flying Machine Princess
Zap Flying Machine Princess
Zap
Flying Machine P.E.K.K.A
Zap Bats Goblin Gang Flying Machine Princess
Bats Zap Flying Machine Princess
Zap Flying Machine Princess

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