My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

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

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 Battle Ram P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Arrows Rocket

Punishments

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

Goblin Gang Battle Ram

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

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

Goblin Gang Battle Ram 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 Archers Goblin Gang Battle Ram
Giant Snowball
Bats Archers Goblin Gang Battle Ram
Zap
Bats Archers Goblin Gang Battle Ram
Barbarian Barrel
Archers Goblin Gang Battle Ram
The Log
Archers Goblin Gang Battle Ram
Earthquake
Archers Goblin Gang
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Goblin Gang Battle Ram P.E.K.K.A
Fireball
Archers Goblin Gang Battle Ram
Poison
Bats Archers Goblin Gang
Lightning
Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket

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 Battle Ram Rocket 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Arrows Goblin Gang Battle Ram Rocket P.E.K.K.A

Shortest cycle

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

10 Bats Zap Archers Arrows

Attack Synergies 4 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
Zap Battle Ram P.E.K.K.A
Zap
Arrows Battle Ram P.E.K.K.A Bats Archers
Archers
Zap Arrows Battle Ram P.E.K.K.A
Arrows
Zap P.E.K.K.A Archers Battle Ram
Goblin Gang
Battle Ram P.E.K.K.A
Battle Ram
Zap Bats Archers Arrows Goblin Gang P.E.K.K.A
Rocket
P.E.K.K.A
Zap Arrows Bats Archers Goblin Gang Battle Ram

Defense Synergies 0 10

Bats
Zap P.E.K.K.A
Zap
Bats Archers Arrows Goblin Gang P.E.K.K.A
Archers
Zap Goblin Gang P.E.K.K.A
Arrows
Zap P.E.K.K.A
Goblin Gang
Zap Archers P.E.K.K.A
Battle Ram
Rocket
P.E.K.K.A
Bats Zap Archers Arrows Goblin Gang

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.

Rocket Zap
P.E.K.K.A Bats Zap Goblin Gang
Goblin Gang Rocket P.E.K.K.A Bats Archers
P.E.K.K.A Bats Goblin Gang
Arrows Rocket P.E.K.K.A
Arrows Goblin Gang Bats Zap Archers
Bats Rocket Zap Archers Arrows Goblin Gang
Rocket Zap Arrows P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang Archers
Bats Archers Goblin Gang Zap Arrows
Arrows Bats Zap Archers Goblin Gang
P.E.K.K.A Bats Zap Goblin Gang Rocket
Rocket Bats Zap Arrows Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang
Rocket Zap Goblin Gang P.E.K.K.A
Bats Arrows Goblin Gang P.E.K.K.A
Arrows Bats Zap Archers Goblin Gang
Zap Arrows Bats Archers
P.E.K.K.A
Goblin Gang Bats Archers Arrows 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 Arrows Goblin Gang Rocket
Goblin Gang P.E.K.K.A Bats Zap Rocket
Goblin Gang Rocket P.E.K.K.A Bats Zap
P.E.K.K.A Goblin Gang
Arrows Rocket Bats Zap Archers Goblin Gang
Goblin Gang Rocket P.E.K.K.A Bats Archers
P.E.K.K.A
Zap Rocket P.E.K.K.A Bats
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
Rocket P.E.K.K.A Zap Arrows
Rocket P.E.K.K.A Goblin Gang
Archers
Goblin Gang Bats Zap Archers Rocket P.E.K.K.A
Bats Arrows Zap Archers 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 Rocket
Arrows Zap
Rocket Arrows
Arrows Rocket
Rocket Zap Arrows
Arrows Bats Zap Rocket
Archers Arrows
Arrows Zap
Arrows Zap
Rocket Bats Goblin Gang
Rocket Zap Arrows
Zap Archers Arrows Rocket
Rocket
Arrows Rocket
Zap Arrows
Rocket Zap Arrows
Arrows Rocket
Arrows Rocket
Bats Rocket
Rocket Zap Archers Arrows
Rocket Zap Arrows
Rocket
Rocket Arrows
Rocket
Rocket Zap Arrows
Zap Arrows
Arrows Zap
Zap Arrows
Rocket Zap Arrows
Bats Zap Archers Arrows
Zap Rocket Bats
Zap Arrows Rocket
Zap Rocket Arrows
P.E.K.K.A
Rocket Arrows
Zap Bats Archers Goblin Gang Rocket
Rocket Zap Archers Arrows
Arrows
Goblin Gang Rocket
Arrows Zap
Rocket Zap Arrows
P.E.K.K.A
Zap Bats Goblin Gang Rocket
Bats Zap Rocket
Zap Rocket

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