My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Ice Wizard 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 Balloon P.E.K.K.A Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Gang Balloon

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 Balloon P.E.K.K.A

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Ice Wizard

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 Arrows Tornado P.E.K.K.A Ice Wizard

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 Ice Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Tornado Ice Wizard Electro Wizard Balloon P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Goblin Gang Tornado

Attack Synergies 5 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
Balloon P.E.K.K.A
Arrows
Balloon P.E.K.K.A
Goblin Gang
Balloon P.E.K.K.A
Tornado
P.E.K.K.A Balloon Ice Wizard
Balloon
Bats Arrows Goblin Gang Tornado Ice Wizard Electro Wizard
P.E.K.K.A
Arrows Tornado Electro Wizard Bats Goblin Gang Ice Wizard
Ice Wizard
Tornado Balloon P.E.K.K.A
Electro Wizard
P.E.K.K.A Balloon

Defense Synergies 2 12

Bats
P.E.K.K.A Ice Wizard Electro Wizard
Arrows
Tornado P.E.K.K.A Ice Wizard
Goblin Gang
P.E.K.K.A Ice Wizard Electro Wizard
Tornado
P.E.K.K.A Ice Wizard Arrows Electro Wizard
Balloon
P.E.K.K.A
Tornado Bats Arrows Goblin Gang Ice Wizard Electro Wizard
Ice Wizard
Tornado Bats Arrows Goblin Gang P.E.K.K.A
Electro Wizard
Bats Goblin Gang Tornado 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.

Electro Wizard
P.E.K.K.A Bats Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Tornado P.E.K.K.A Bats Ice Wizard Electro Wizard
P.E.K.K.A Bats Goblin Gang Ice Wizard Electro Wizard
Arrows Tornado P.E.K.K.A
Arrows Goblin Gang Tornado Bats Ice Wizard Electro Wizard
Bats Tornado Electro Wizard Arrows Goblin Gang Ice Wizard
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Tornado Ice Wizard
Goblin Gang Tornado Ice Wizard Electro Wizard
Bats Goblin Gang Ice Wizard Electro Wizard Arrows Tornado
Arrows Bats Goblin Gang Tornado Ice Wizard Electro Wizard
P.E.K.K.A Bats Goblin Gang Ice Wizard Electro Wizard
Bats Arrows Goblin Gang Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Tornado Goblin Gang P.E.K.K.A Electro Wizard
Bats Arrows Goblin Gang Tornado P.E.K.K.A Electro Wizard
Arrows Bats Goblin Gang Tornado Ice Wizard Electro Wizard
Arrows Tornado Bats Ice Wizard Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Goblin Gang 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 P.E.K.K.A Electro Wizard
Electro Wizard Arrows Goblin Gang
Goblin Gang P.E.K.K.A Bats Electro Wizard
Goblin Gang P.E.K.K.A Bats Tornado Electro Wizard
P.E.K.K.A Goblin Gang
Arrows Bats Goblin Gang Tornado Ice Wizard Electro Wizard
Goblin Gang P.E.K.K.A Bats Ice Wizard Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Tornado
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A Arrows Tornado Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Electro Wizard Bats Tornado P.E.K.K.A
Bats Arrows P.E.K.K.A Ice Wizard 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 Tornado Ice Wizard Electro Wizard
Arrows
Arrows
Arrows
Arrows Bats Tornado Ice Wizard
Arrows Tornado
Arrows Tornado Ice Wizard
Arrows Tornado
Bats Goblin Gang Tornado Electro Wizard
Arrows Tornado Electro Wizard
Arrows Tornado
Arrows
Arrows
Arrows
Arrows
Arrows Tornado
Bats
Arrows Electro Wizard
Arrows Tornado
Arrows Tornado
Tornado
Arrows
Arrows Tornado Ice Wizard
Arrows Tornado Ice Wizard Electro Wizard
Arrows Tornado
Arrows Tornado
Bats Arrows Tornado Ice Wizard Electro Wizard
Electro Wizard Bats
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Bats Goblin Gang
Arrows Tornado Ice Wizard Electro Wizard
Arrows
Goblin Gang Electro Wizard
Arrows
Arrows Tornado
P.E.K.K.A
Bats Goblin Gang Tornado Electro Wizard
Bats Tornado Electro Wizard
Tornado Electro Wizard

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