My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Giant Elixir Collector Three Musketeers

Offensive cards

Win conditions

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

Giant Three Musketeers

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 Mini P.E.K.K.A Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblin Gang Mini P.E.K.K.A Giant

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.

Mini 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 Giant Three Musketeers Skeleton Army
Giant Snowball
Bats Goblin Gang Three Musketeers Skeleton Army
Zap
Bats Goblin Gang Three Musketeers Skeleton Army
Barbarian Barrel
Goblin Gang Three Musketeers Skeleton Army
The Log
Goblin Gang Mini P.E.K.K.A Three Musketeers Skeleton Army
Earthquake
Goblin Gang Elixir Collector Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Goblin Gang Mini P.E.K.K.A Three Musketeers Skeleton Army
Fireball
Goblin Gang Elixir Collector Three Musketeers Skeleton Army
Poison
Bats Goblin Gang Elixir Collector Three Musketeers Skeleton Army
Lightning
Mini P.E.K.K.A Elixir Collector Three Musketeers
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Mini P.E.K.K.A Elixir Collector Skeleton Army

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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 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.

Great!

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 Skeleton Army Mini P.E.K.K.A Giant Elixir Collector Three Musketeers

Shortest cycle

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

10 Bats Zap Goblin Gang Skeleton Army

Attack Synergies 3 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
Giant Zap Mini P.E.K.K.A
Zap
Giant Bats Mini P.E.K.K.A Three Musketeers
Goblin Gang
Mini P.E.K.K.A Giant Three Musketeers
Mini P.E.K.K.A
Giant Bats Zap Goblin Gang
Giant
Bats Zap Mini P.E.K.K.A Goblin Gang Three Musketeers
Elixir Collector
Three Musketeers
Zap Goblin Gang Giant
Skeleton Army

Defense Synergies 1 8

Bats
Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Bats Goblin Gang Three Musketeers Skeleton Army
Goblin Gang
Zap Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A
Zap Bats Goblin Gang Skeleton Army
Giant
Elixir Collector
Three Musketeers
Zap
Skeleton Army
Zap Goblin Gang Mini 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.

Zap
Mini P.E.K.K.A Skeleton Army Bats Zap Goblin Gang Three Musketeers
Goblin Gang Mini P.E.K.K.A Three Musketeers Skeleton Army Bats
Mini P.E.K.K.A Three Musketeers Skeleton Army Bats Goblin Gang
Mini P.E.K.K.A Skeleton Army
Goblin Gang Skeleton Army Bats Zap
Bats Three Musketeers Zap Goblin Gang
Zap
Mini P.E.K.K.A Three Musketeers Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Mini P.E.K.K.A
Bats Goblin Gang Skeleton Army Zap
Three Musketeers Bats Zap Goblin Gang
Mini P.E.K.K.A Skeleton Army Bats Zap Goblin Gang Three Musketeers
Three Musketeers Skeleton Army Bats Zap Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Goblin Gang Three Musketeers
Skeleton Army Zap Goblin Gang Mini P.E.K.K.A Three Musketeers
Three Musketeers Bats Goblin Gang Mini P.E.K.K.A Skeleton Army
Bats Zap Goblin Gang Three Musketeers Skeleton Army
Zap Bats
Mini P.E.K.K.A Three Musketeers
Goblin Gang Skeleton Army Bats Mini 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 Mini P.E.K.K.A Skeleton Army Zap
Zap Goblin Gang Mini P.E.K.K.A
Goblin Gang Skeleton Army Bats Zap Mini P.E.K.K.A
Goblin Gang Mini P.E.K.K.A Skeleton Army Bats Zap
Goblin Gang Mini P.E.K.K.A Three Musketeers Skeleton Army
Bats Zap Goblin Gang Three Musketeers
Goblin Gang Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Skeleton Army
Zap Bats Mini P.E.K.K.A Skeleton Army
Goblin Gang Three Musketeers Skeleton Army
Bats Mini P.E.K.K.A
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Goblin Gang Three Musketeers
Three Musketeers Skeleton Army
Goblin Gang Skeleton Army Bats Zap Mini P.E.K.K.A Three Musketeers
Bats Zap Mini 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.)

Zap
Zap
Bats Zap
Zap
Zap
Bats Goblin Gang Mini P.E.K.K.A Three Musketeers
Zap
Zap
Three Musketeers
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A Three Musketeers
Zap
Zap
Zap
Zap
Zap
Zap
Bats Zap
Zap Bats
Mini P.E.K.K.A
Zap
Zap
Zap Bats Goblin Gang Skeleton Army
Zap Three Musketeers
Goblin Gang Mini P.E.K.K.A Three Musketeers
Zap
Zap
Three Musketeers
Zap Bats Goblin Gang
Bats Zap
Zap

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