My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 Inferno Dragon Night Witch

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 Bandit Inferno Dragon Night Witch Mega Knight

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

Punishments

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

Goblin Gang Bandit 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 P.E.K.K.A Bandit 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.

Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 P.E.K.K.A Inferno Dragon Night Witch 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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Gang Bandit Inferno Dragon Night Witch P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Bandit

Attack Synergies 3 12

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
Mega Knight Zap P.E.K.K.A Bandit Inferno Dragon
Zap
P.E.K.K.A Bats Bandit Night Witch Mega Knight
Goblin Gang
P.E.K.K.A Bandit
P.E.K.K.A
Zap Bats Goblin Gang Night Witch
Bandit
Bats Zap Goblin Gang Mega Knight
Inferno Dragon
Mega Knight Bats
Night Witch
Zap P.E.K.K.A Mega Knight
Mega Knight
Bats Inferno Dragon Zap Bandit Night Witch

Defense Synergies 1 16

Bats
Zap P.E.K.K.A Bandit Inferno Dragon Mega Knight
Zap
Mega Knight Bats Goblin Gang P.E.K.K.A Bandit Inferno Dragon Night Witch
Goblin Gang
Zap P.E.K.K.A Bandit Inferno Dragon
P.E.K.K.A
Bats Zap Goblin Gang
Bandit
Bats Zap Goblin Gang Mega Knight
Inferno Dragon
Bats Zap Goblin Gang Mega Knight
Night Witch
Zap Mega Knight
Mega Knight
Zap Bats Bandit Inferno Dragon Night Witch

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
P.E.K.K.A Inferno Dragon Bats Zap Goblin Gang Bandit Night Witch Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats Bandit Inferno Dragon Night Witch
P.E.K.K.A Inferno Dragon Night Witch Bats Goblin Gang Bandit Mega Knight
P.E.K.K.A Mega Knight
Goblin Gang Bats Zap Bandit Night Witch Mega Knight
Bats Inferno Dragon Zap Goblin Gang Night Witch
Zap P.E.K.K.A Bandit Mega Knight
P.E.K.K.A Inferno Dragon Goblin Gang Night Witch
Goblin Gang Bandit Night Witch Mega Knight
Bats Goblin Gang Zap Bandit Night Witch Mega Knight
Inferno Dragon Bats Zap Goblin Gang Night Witch
P.E.K.K.A Night Witch Mega Knight Bats Zap Goblin Gang Bandit
Mega Knight Bats Zap Goblin Gang P.E.K.K.A Night Witch
P.E.K.K.A Inferno Dragon Goblin Gang Bandit Mega Knight
Zap Goblin Gang P.E.K.K.A Bandit Inferno Dragon Mega Knight
Mega Knight Bats Goblin Gang P.E.K.K.A Night Witch
Mega Knight Bats Zap Goblin Gang Bandit Night Witch
Zap Bats Bandit Inferno Dragon Mega Knight
P.E.K.K.A Inferno Dragon
Goblin Gang Mega Knight Bats P.E.K.K.A Bandit Night Witch

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 Bandit
Bandit Zap Goblin Gang Inferno Dragon Mega Knight
Goblin Gang P.E.K.K.A Bandit Mega Knight Bats Zap
Goblin Gang P.E.K.K.A Mega Knight Bats Zap Bandit Night Witch
P.E.K.K.A Goblin Gang Bandit Inferno Dragon Night Witch Mega Knight
Bats Zap Goblin Gang
Goblin Gang P.E.K.K.A Bats Bandit Night Witch
P.E.K.K.A Mega Knight Inferno Dragon
Zap P.E.K.K.A Mega Knight Bats Bandit Inferno Dragon
P.E.K.K.A Goblin Gang Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Bats
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Goblin Gang Bandit Night Witch
Mega Knight
Goblin Gang Bats Zap P.E.K.K.A Inferno Dragon Night Witch
Bats Mega Knight Zap P.E.K.K.A Inferno Dragon

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.)

Bandit
Zap Bandit
Bandit
Zap Mega Knight
Bats Zap
Zap
Zap Bandit
Bats Goblin Gang Night Witch
Zap Bandit
Zap
Bandit
Bandit
Zap
Zap Bandit
Bandit Mega Knight
Bats Night Witch
Zap Bandit Mega Knight
Zap Mega Knight
Night Witch Mega Knight
Zap
Zap Mega Knight
Inferno Dragon
Zap Bandit
Zap Bandit Mega Knight
Zap Bandit
Bats Zap Night Witch
Zap Bats
Night Witch
Zap Bandit Night Witch Mega Knight
Zap
P.E.K.K.A Mega Knight
Zap Bats Goblin Gang Bandit Night Witch
Zap
Goblin Gang Mega Knight
Zap
Zap
P.E.K.K.A Mega Knight
Zap Bats Goblin Gang
Bats Zap
Zap Bandit Mega Knight

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