My Best Clash Royale Deck

Deck Check Rating

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

2 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Bats Goblin Gang Flying Machine Hunter

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 Flying Machine Hunter P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Missing

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 Mega Knight

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 Flying Machine P.E.K.K.A Mega Knight

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 Guards
Giant Snowball
Bats Goblin Gang Flying Machine Guards
Zap
Bats Goblin Gang Flying Machine Guards
Barbarian Barrel
Goblin Gang Guards Hunter
The Log
Goblin Gang Guards Hunter
Earthquake
Goblin Gang Guards
Arrows
Bats Goblin Gang Flying Machine Guards
Royal Delivery
Bats Goblin Gang Flying Machine Guards Hunter P.E.K.K.A
Fireball
Goblin Gang Flying Machine Hunter
Poison
Bats Goblin Gang Flying Machine Guards Hunter
Lightning
Hunter
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Hunter Mega Knight

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 Guards P.E.K.K.A Mega Knight

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.

Mediocre

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 Guards Flying Machine Hunter P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Guards

Attack Synergies 2 12

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
Mega Knight Zap Flying Machine P.E.K.K.A
Zap
P.E.K.K.A Bats Flying Machine Guards Hunter Mega Knight
Goblin Gang
P.E.K.K.A
Flying Machine
Bats Zap P.E.K.K.A Mega Knight
Guards
Zap
Hunter
Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Bats Goblin Gang Flying Machine Hunter
Mega Knight
Bats Zap Flying Machine Hunter

Defense Synergies 2 18

Bats
Zap Hunter P.E.K.K.A Mega Knight
Zap
Mega Knight Bats Goblin Gang Flying Machine Guards Hunter P.E.K.K.A
Goblin Gang
Zap Flying Machine Guards P.E.K.K.A
Flying Machine
Zap Goblin Gang Guards Hunter P.E.K.K.A Mega Knight
Guards
Hunter Zap Goblin Gang Flying Machine
Hunter
Guards Bats Zap Flying Machine P.E.K.K.A Mega Knight
P.E.K.K.A
Bats Zap Goblin Gang Flying Machine Hunter
Mega Knight
Zap Bats Flying Machine Hunter

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 Flying Machine
Hunter P.E.K.K.A Bats Zap Goblin Gang Flying Machine Mega Knight
Goblin Gang Hunter P.E.K.K.A Mega Knight Bats
Hunter P.E.K.K.A Bats Goblin Gang Guards Mega Knight
P.E.K.K.A Mega Knight
Goblin Gang Bats Zap Flying Machine Guards Hunter Mega Knight
Bats Hunter Zap Goblin Gang Flying Machine
Zap Flying Machine P.E.K.K.A Mega Knight
Hunter P.E.K.K.A Goblin Gang
Goblin Gang Guards Hunter Mega Knight
Bats Goblin Gang Guards Zap Flying Machine Hunter Mega Knight
Hunter Bats Zap Goblin Gang Flying Machine
Hunter P.E.K.K.A Mega Knight Bats Zap Goblin Gang Flying Machine Guards
Mega Knight Bats Zap Goblin Gang Guards Hunter P.E.K.K.A
P.E.K.K.A Goblin Gang Hunter Mega Knight
Zap Goblin Gang Hunter P.E.K.K.A Mega Knight
Mega Knight Bats Goblin Gang Hunter P.E.K.K.A
Mega Knight Bats Zap Goblin Gang Flying Machine Guards Hunter
Zap Hunter Bats Flying Machine Guards Mega Knight
P.E.K.K.A Hunter
Goblin Gang Mega Knight Bats Flying Machine Guards Hunter 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 Guards Mega Knight Zap P.E.K.K.A
Zap Goblin Gang Flying Machine Hunter Mega Knight
Goblin Gang Guards P.E.K.K.A Mega Knight Bats Zap Hunter
Goblin Gang Guards Hunter P.E.K.K.A Mega Knight Bats Zap
P.E.K.K.A Goblin Gang Guards Hunter Mega Knight
Bats Zap Goblin Gang Flying Machine Hunter
Goblin Gang Guards P.E.K.K.A Bats Flying Machine Hunter
P.E.K.K.A Mega Knight Hunter
Zap P.E.K.K.A Mega Knight Bats Flying Machine
P.E.K.K.A Goblin Gang Guards
P.E.K.K.A Mega Knight Bats Flying Machine Guards Hunter
P.E.K.K.A Mega Knight Zap Guards
P.E.K.K.A Mega Knight Goblin Gang Guards Hunter
Flying Machine Mega Knight
Goblin Gang Guards Bats Zap Flying Machine Hunter P.E.K.K.A
Bats Mega Knight Zap Flying Machine Hunter 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.)

Flying Machine Guards
Zap Flying Machine
Flying Machine
Flying Machine Guards
Zap Mega Knight
Bats Zap Flying Machine Hunter
Flying Machine
Zap Flying Machine Hunter
Zap Flying Machine
Bats Goblin Gang Guards
Zap Flying Machine
Zap Flying Machine
Flying Machine Hunter
Flying Machine
Zap Flying Machine
Zap Flying Machine Hunter
Flying Machine Mega Knight
Bats
Zap Flying Machine Hunter Mega Knight
Zap Flying Machine Mega Knight
Mega Knight
Zap Flying Machine
Zap Hunter Mega Knight
Zap Flying Machine Hunter
Zap Flying Machine Mega Knight
Zap
Bats Zap Flying Machine Hunter
Zap Bats Flying Machine Guards
Zap Hunter Mega Knight
Zap
P.E.K.K.A Mega Knight
Zap Bats Goblin Gang Flying Machine Guards
Zap Flying Machine Hunter
Goblin Gang Flying Machine Hunter Mega Knight
Zap Flying Machine
Zap
Flying Machine P.E.K.K.A Mega Knight
Zap Bats Goblin Gang Flying Machine Guards
Bats Zap Flying Machine
Zap Flying Machine Mega Knight

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