My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang 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 Wizard Balloon P.E.K.K.A

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.

Rage The Log

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log

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 Rage Skeleton Army P.E.K.K.A

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 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 Rage The Log Goblin Gang Skeleton Army Wizard Balloon P.E.K.K.A

Shortest cycle

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

9 Bats Rage The Log Goblin Gang

Attack Synergies 2 9

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 Rage P.E.K.K.A
Goblin Gang
Balloon P.E.K.K.A
Wizard
Rage Balloon P.E.K.K.A
Rage
Balloon Bats Wizard
Skeleton Army
Balloon
Bats Rage Goblin Gang Wizard The Log
P.E.K.K.A
Bats Goblin Gang Wizard The Log
The Log
Balloon P.E.K.K.A

Defense Synergies 1 9

Bats
P.E.K.K.A The Log
Goblin Gang
Skeleton Army P.E.K.K.A The Log
Wizard
Skeleton Army P.E.K.K.A The Log
Rage
Skeleton Army
Goblin Gang Wizard The Log
Balloon
P.E.K.K.A
The Log Bats Goblin Gang Wizard
The Log
P.E.K.K.A Bats Goblin Gang Wizard Skeleton Army

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.

Wizard The Log
Skeleton Army P.E.K.K.A Bats Goblin Gang The Log
Goblin Gang Skeleton Army P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Bats Goblin Gang
Skeleton Army P.E.K.K.A The Log
Goblin Gang Skeleton Army The Log Bats
Bats Goblin Gang Wizard
P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Skeleton Army
Goblin Gang Skeleton Army
Bats Goblin Gang Skeleton Army Wizard The Log
Bats Goblin Gang Wizard
Skeleton Army P.E.K.K.A Bats Goblin Gang Wizard The Log
Wizard Skeleton Army Bats Goblin Gang P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Goblin Gang
Skeleton Army Goblin Gang P.E.K.K.A The Log
Wizard Bats Goblin Gang Skeleton Army P.E.K.K.A
Bats Goblin Gang Wizard Skeleton Army The Log
Wizard The Log Bats
P.E.K.K.A
Goblin Gang Wizard Skeleton Army Bats P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army P.E.K.K.A
Goblin Gang Wizard The Log
Goblin Gang Skeleton Army P.E.K.K.A Bats The Log
Goblin Gang Skeleton Army P.E.K.K.A Bats The Log
P.E.K.K.A Goblin Gang Skeleton Army
Wizard Bats Goblin Gang
Goblin Gang Skeleton Army P.E.K.K.A Bats
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Skeleton Army The Log
P.E.K.K.A Goblin Gang Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Goblin Gang Wizard
Wizard Skeleton Army
Goblin Gang Skeleton Army Bats P.E.K.K.A The Log
Bats Wizard P.E.K.K.A The Log

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.)

The Log
The Log
The Log
The Log
Wizard The Log
Wizard Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats Goblin Gang
Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log
Bats
Wizard The Log
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard
Wizard The Log
The Log
Bats Wizard
Bats Wizard
Wizard The Log
P.E.K.K.A
Wizard The Log
Bats Goblin Gang Skeleton Army
Wizard
The Log
Goblin Gang Wizard
The Log Wizard
P.E.K.K.A
Bats Goblin Gang The Log
Bats
The Log

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