My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Dart Goblin

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 Knight Royal Giant Dark Prince 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.

Zap

Punishments

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

Royal Giant Dark Prince

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.

Fire Spirit Knight Royal Giant Dart Goblin Dark Prince 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.

Dark Prince

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 Royal Giant Dark Prince
Giant Snowball
Fire Spirit Bats Dart Goblin
Zap
Fire Spirit Bats Royal Giant Dart Goblin Dark Prince
Barbarian Barrel
Fire Spirit Knight Dart Goblin Dark Prince
The Log
Fire Spirit Royal Giant Dart Goblin Dark Prince
Earthquake
Arrows
Fire Spirit Bats Dart Goblin
Royal Delivery
Fire Spirit Bats Knight Dart Goblin Dark Prince P.E.K.K.A
Fireball
Dart Goblin
Poison
Bats Dart Goblin
Lightning
Knight Dark Prince
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Dark Prince

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.

Fire Spirit Bats Knight Dark Prince 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.

Fire Spirit Dart Goblin

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.

Fire Spirit Bats Zap Knight Dart Goblin Dark Prince Royal Giant P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Bats Zap Knight

Attack Synergies 7 13

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.

Fire Spirit
Royal Giant P.E.K.K.A Zap Knight Dark Prince
Bats
Knight Royal Giant Zap Dark Prince P.E.K.K.A
Zap
P.E.K.K.A Fire Spirit Bats Knight Royal Giant Dart Goblin Dark Prince
Knight
Bats Dart Goblin Fire Spirit Zap
Royal Giant
Fire Spirit Bats Dart Goblin Zap Dark Prince
Dart Goblin
Knight Royal Giant Zap Dark Prince P.E.K.K.A
Dark Prince
Fire Spirit Bats Zap Royal Giant Dart Goblin
P.E.K.K.A
Fire Spirit Zap Bats Dart Goblin

Defense Synergies 3 12

Fire Spirit
Knight Zap P.E.K.K.A
Bats
Knight Zap Dart Goblin Dark Prince P.E.K.K.A
Zap
Fire Spirit Bats Knight Dart Goblin Dark Prince P.E.K.K.A
Knight
Fire Spirit Bats Dart Goblin Zap
Royal Giant
Dart Goblin
Knight Bats Zap Dark Prince P.E.K.K.A
Dark Prince
Bats Zap Dart Goblin
P.E.K.K.A
Fire Spirit Bats Zap Dart Goblin

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 Knight Dart Goblin
P.E.K.K.A Bats Zap Knight Dart Goblin Dark Prince
P.E.K.K.A Fire Spirit Bats Knight Dart Goblin Dark Prince
P.E.K.K.A Bats Knight Dart Goblin Dark Prince
Dark Prince P.E.K.K.A
Fire Spirit Bats Zap Dart Goblin Dark Prince
Bats Dart Goblin Fire Spirit Zap
Zap Dart Goblin P.E.K.K.A
P.E.K.K.A
Knight Fire Spirit Dart Goblin Dark Prince
Bats Dart Goblin Zap Knight Dark Prince
Bats Zap Dart Goblin
P.E.K.K.A Fire Spirit Bats Zap Knight Dark Prince
Fire Spirit Bats Zap Dart Goblin Dark Prince P.E.K.K.A
P.E.K.K.A Knight
Zap P.E.K.K.A
Bats Knight Dark Prince P.E.K.K.A
Fire Spirit Bats Zap Knight Dart Goblin Dark Prince
Zap Fire Spirit Bats Knight Dart Goblin Dark Prince
P.E.K.K.A Dart Goblin
Dark Prince Fire Spirit Bats Knight Dart Goblin P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Dark Prince P.E.K.K.A
Zap Knight
P.E.K.K.A Bats Zap Knight Dark Prince
Dark Prince P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight Dark Prince
Fire Spirit Bats Zap Dart Goblin
Dark Prince P.E.K.K.A Bats Knight Dart Goblin
P.E.K.K.A Knight Dark Prince
Zap P.E.K.K.A Bats Knight Dark Prince
P.E.K.K.A Dart Goblin
P.E.K.K.A Bats Knight Dart Goblin Dark Prince
P.E.K.K.A Zap Dark Prince
Dark Prince P.E.K.K.A Knight
Dart Goblin
Bats Zap Knight Dart Goblin Dark Prince P.E.K.K.A
Bats Zap Dart Goblin Dark Prince 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.)

Knight Dart Goblin
Zap Dart Goblin
Dart Goblin
Knight Dart Goblin Dark Prince
Fire Spirit Zap Dark Prince
Fire Spirit Bats Zap Dart Goblin
Fire Spirit Dart Goblin
Fire Spirit Zap Dart Goblin
Zap Dart Goblin
Fire Spirit Bats
Zap Knight Dart Goblin Dark Prince
Fire Spirit Zap Dart Goblin
Fire Spirit Knight Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Dart Goblin
Bats
Fire Spirit Zap Dart Goblin Dark Prince
Fire Spirit Zap Dart Goblin
Zap
Zap Fire Spirit Dark Prince
Zap Dart Goblin
Zap
Zap Dart Goblin
Fire Spirit Bats Zap Dart Goblin
Zap Bats Dart Goblin
Zap Dart Goblin
Zap
P.E.K.K.A
Zap Fire Spirit Bats Dart Goblin Dark Prince
Fire Spirit Zap Dart Goblin
Knight Dart Goblin Dark Prince
Zap Dart Goblin
Zap
Dart Goblin Dark Prince P.E.K.K.A
Zap Bats Dart Goblin
Bats Zap Dart Goblin
Zap Dart Goblin Dark Prince

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