My Best Clash Royale Deck

Deck Check Rating

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

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 Three Musketeers

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 Battle Ram Three Musketeers 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 Three Musketeers

Damage spells

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

Zap Freeze

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze

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 Heal Spirit Battle Ram Freeze 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 Heal Spirit Three Musketeers

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.

Heal Spirit Bats Zap Goblin Gang Battle Ram Freeze P.E.K.K.A Three Musketeers

Shortest cycle

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

8 Heal Spirit Bats Zap Goblin Gang

Attack Synergies 2 15

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
Battle Ram P.E.K.K.A Bats Heal Spirit Three Musketeers Freeze
Goblin Gang
Battle Ram Three Musketeers P.E.K.K.A
Heal Spirit
Zap Battle Ram Three Musketeers P.E.K.K.A
Battle Ram
Zap Bats Goblin Gang Heal Spirit Three Musketeers Freeze P.E.K.K.A
Three Musketeers
Zap Goblin Gang Heal Spirit Battle Ram
Freeze
Zap Battle Ram
P.E.K.K.A
Zap Bats Goblin Gang Heal Spirit Battle Ram

Defense Synergies 0 7

Bats
Zap Freeze P.E.K.K.A
Zap
Bats Goblin Gang Three Musketeers P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A
Heal Spirit
Battle Ram
Three Musketeers
Zap
Freeze
Bats
P.E.K.K.A
Bats Zap 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.

Zap
P.E.K.K.A Bats Zap Goblin Gang Three Musketeers
Goblin Gang Three Musketeers P.E.K.K.A Bats Freeze
Three Musketeers P.E.K.K.A Bats Goblin Gang
P.E.K.K.A
Goblin Gang Freeze Bats Zap
Bats Three Musketeers Zap Goblin Gang Freeze
Zap P.E.K.K.A
Three Musketeers P.E.K.K.A Goblin Gang
Goblin Gang
Bats Goblin Gang Zap Freeze
Three Musketeers Bats Zap Goblin Gang
P.E.K.K.A Bats Zap Goblin Gang Three Musketeers Freeze
Three Musketeers Bats Zap Goblin Gang Freeze P.E.K.K.A
P.E.K.K.A Goblin Gang Three Musketeers
Zap Goblin Gang Three Musketeers Freeze P.E.K.K.A
Three Musketeers Bats Goblin Gang P.E.K.K.A
Bats Zap Goblin Gang Three Musketeers
Zap Freeze Bats
P.E.K.K.A Three Musketeers
Goblin Gang Bats 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 P.E.K.K.A
Zap Goblin Gang
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 Three Musketeers
Bats Zap Goblin Gang Three Musketeers Freeze
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A
Zap Freeze P.E.K.K.A Bats
P.E.K.K.A Goblin Gang Three Musketeers
P.E.K.K.A Bats
P.E.K.K.A Zap
P.E.K.K.A Goblin Gang Three Musketeers
Three Musketeers
Goblin Gang Bats Zap Three Musketeers Freeze P.E.K.K.A
Bats Zap Freeze 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.)

Freeze
Zap
Freeze
Zap
Bats Zap Freeze
Zap Freeze
Zap
Bats Goblin Gang Three Musketeers
Zap
Zap
Three Musketeers
Freeze
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers Freeze
Bats
Zap Three Musketeers
Zap
Zap
Zap Freeze
Zap
Zap
Zap
Bats Zap
Zap Bats Freeze
Zap
Zap Freeze
P.E.K.K.A
Zap Bats Goblin Gang Freeze
Zap Three Musketeers
Freeze
Goblin Gang Three Musketeers
Zap
Zap
Three Musketeers P.E.K.K.A
Zap Bats Goblin Gang Freeze
Bats Zap
Zap Freeze

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