My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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!
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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Royal Giant P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Royal Giant

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 Royal Giant 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
Skeletons Bats Goblin Gang Royal Giant
Giant Snowball
Skeletons Bats Goblin Gang
Zap
Skeletons Bats Goblin Gang Royal Giant
Barbarian Barrel
Skeletons Goblin Gang Bomb Tower
The Log
Skeletons Goblin Gang Royal Giant
Earthquake
Skeletons Goblin Gang Bomb Tower
Arrows
Skeletons Bats Goblin Gang
Royal Delivery
Skeletons Bats Goblin Gang P.E.K.K.A
Fireball
Goblin Gang Bomb Tower
Poison
Bats Goblin Gang Bomb Tower
Lightning
Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower The Log

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 Arrows 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.

Royal Giant

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats The Log Arrows Goblin Gang Bomb Tower Royal Giant P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats The Log Arrows

Attack Synergies 3 5

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.

Skeletons
Bats
Royal Giant P.E.K.K.A
Arrows
Royal Giant P.E.K.K.A
Goblin Gang
Royal Giant P.E.K.K.A
Royal Giant
Bats Arrows Goblin Gang The Log
Bomb Tower
P.E.K.K.A
Arrows Bats Goblin Gang The Log
The Log
Royal Giant P.E.K.K.A

Defense Synergies 2 12

Skeletons
Bats Bomb Tower P.E.K.K.A The Log
Bats
Skeletons Bomb Tower P.E.K.K.A The Log
Arrows
Bomb Tower P.E.K.K.A
Goblin Gang
Bomb Tower P.E.K.K.A The Log
Royal Giant
Bomb Tower
The Log Skeletons Bats Arrows Goblin Gang
P.E.K.K.A
The Log Skeletons Bats Arrows Goblin Gang
The Log
Bomb Tower P.E.K.K.A Skeletons Bats 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.

The Log
Bomb Tower P.E.K.K.A Skeletons Bats Goblin Gang The Log
Goblin Gang Bomb Tower P.E.K.K.A Skeletons Bats
Bomb Tower P.E.K.K.A Skeletons Bats Goblin Gang
Arrows Bomb Tower P.E.K.K.A The Log
Arrows Goblin Gang The Log Skeletons Bats Bomb Tower
Bats Arrows Goblin Gang Bomb Tower
Arrows Bomb Tower P.E.K.K.A The Log
P.E.K.K.A Skeletons Goblin Gang Bomb Tower
Goblin Gang Skeletons
Bats Goblin Gang Skeletons Arrows Bomb Tower The Log
Arrows Bats Goblin Gang
Bomb Tower P.E.K.K.A Skeletons Bats Goblin Gang The Log
Bomb Tower Bats Arrows Goblin Gang P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Bomb Tower
Bomb Tower Goblin Gang P.E.K.K.A The Log
Bomb Tower Skeletons Bats Arrows Goblin Gang P.E.K.K.A
Arrows Bomb Tower Bats Goblin Gang The Log
Arrows Bomb Tower The Log Bats
P.E.K.K.A Bomb Tower
Goblin Gang Bats Arrows Bomb Tower 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 Skeletons P.E.K.K.A
Arrows Goblin Gang Bomb Tower The Log
Goblin Gang P.E.K.K.A Skeletons Bats Bomb Tower The Log
Goblin Gang P.E.K.K.A Bats The Log
P.E.K.K.A Skeletons Goblin Gang
Arrows Skeletons Bats Goblin Gang Bomb Tower
Goblin Gang P.E.K.K.A Skeletons Bats Bomb Tower
P.E.K.K.A Bomb Tower
P.E.K.K.A Skeletons Bats Bomb Tower The Log
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A Bats Bomb Tower
P.E.K.K.A Arrows The Log
P.E.K.K.A Skeletons Goblin Gang Bomb Tower
Bomb Tower
Goblin Gang Skeletons Bats Bomb Tower P.E.K.K.A The Log
Bats Arrows Bomb Tower 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.)

Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log
Bats Goblin Gang
Arrows The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Bats
Arrows The Log
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Bats Arrows
Bats
Arrows The Log
Arrows
P.E.K.K.A
Arrows The Log
Bats Goblin Gang
Arrows
Arrows The Log
Goblin Gang
Arrows The Log
Arrows
P.E.K.K.A
Bats Goblin Gang The Log
Bats
The Log

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