My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

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 Electro Wizard

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 P.E.K.K.A Electro Wizard Mega Knight

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 Arrows

Punishments

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

Goblin Gang Hog Rider Mega Knight

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 Hog Rider P.E.K.K.A Mega Knight

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 Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Mega Knight

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 P.E.K.K.A Mega Knight

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 Electro Wizard

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 Hog Rider Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Zap Arrows Goblin Gang

Attack Synergies 10 8

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 Mega Knight Zap P.E.K.K.A
Zap
Arrows Hog Rider P.E.K.K.A Electro Wizard Bats Mega Knight
Arrows
Zap Hog Rider P.E.K.K.A Mega Knight
Goblin Gang
Hog Rider P.E.K.K.A
Hog Rider
Bats Zap Arrows Goblin Gang Electro Wizard Mega Knight
P.E.K.K.A
Zap Arrows Electro Wizard Bats Goblin Gang
Electro Wizard
Zap P.E.K.K.A Hog Rider Mega Knight
Mega Knight
Bats Zap Arrows Hog Rider Electro Wizard

Defense Synergies 3 12

Bats
Zap P.E.K.K.A Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Arrows Goblin Gang P.E.K.K.A
Arrows
Mega Knight Zap P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A Electro Wizard
Hog Rider
P.E.K.K.A
Bats Zap Arrows Goblin Gang Electro Wizard
Electro Wizard
Zap Bats Goblin Gang P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Bats Electro Wizard

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 Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang Electro Wizard Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats Electro Wizard
P.E.K.K.A Bats Goblin Gang Electro Wizard Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Goblin Gang Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Zap Arrows Goblin Gang
Zap Arrows P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Goblin Gang
Goblin Gang Electro Wizard Mega Knight
Bats Goblin Gang Electro Wizard Zap Arrows Mega Knight
Arrows Bats Zap Goblin Gang Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Goblin Gang Electro Wizard
Mega Knight Bats Zap Arrows Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Bats Arrows Goblin Gang P.E.K.K.A Electro Wizard
Arrows Mega Knight Bats Zap Goblin Gang Electro Wizard
Zap Arrows Bats Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Goblin Gang Mega Knight Bats Arrows P.E.K.K.A Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Goblin Gang Mega Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats Zap Electro Wizard
Goblin Gang P.E.K.K.A Mega Knight Bats Zap Electro Wizard
P.E.K.K.A Goblin Gang Mega Knight
Arrows Bats Zap Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Bats
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Bats Zap P.E.K.K.A
Bats Arrows Mega Knight Zap P.E.K.K.A Electro 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.)

Arrows
Arrows Zap Electro Wizard
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Goblin Gang Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Bats
Zap Arrows Electro Wizard Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight
Arrows Zap Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Bats Zap Arrows Electro Wizard
Zap Electro Wizard Bats
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows
Zap Electro Wizard Bats Goblin Gang
Zap Arrows Electro Wizard
Arrows
Goblin Gang Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
P.E.K.K.A Mega Knight
Zap Bats Goblin Gang Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard Mega Knight

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