My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Wizard Baby Dragon

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 Baby Dragon P.E.K.K.A Bandit

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 Tornado

Punishments

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

Goblin Gang Bandit

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 Baby Dragon P.E.K.K.A Bandit

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.

Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Baby Dragon

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 Tornado Baby Dragon P.E.K.K.A

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.

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 Tornado Bandit Baby Dragon Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Goblin Gang Tornado

Attack Synergies 5 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.

Bats
Zap Baby Dragon P.E.K.K.A Bandit
Zap
Tornado P.E.K.K.A Bats Baby Dragon Bandit
Goblin Gang
Baby Dragon P.E.K.K.A Bandit
Wizard
Tornado P.E.K.K.A Bandit
Tornado
Zap Wizard Baby Dragon P.E.K.K.A
Baby Dragon
Tornado Bats Zap Goblin Gang P.E.K.K.A Bandit
P.E.K.K.A
Zap Tornado Bats Goblin Gang Wizard Baby Dragon
Bandit
Bats Zap Goblin Gang Wizard Baby Dragon

Defense Synergies 2 16

Bats
Zap Baby Dragon P.E.K.K.A Bandit
Zap
Bats Goblin Gang Tornado Baby Dragon P.E.K.K.A Bandit
Goblin Gang
Zap P.E.K.K.A Bandit
Wizard
Tornado P.E.K.K.A Bandit
Tornado
Wizard P.E.K.K.A Zap Baby Dragon
Baby Dragon
Bats Zap Tornado P.E.K.K.A Bandit
P.E.K.K.A
Tornado Bats Zap Goblin Gang Wizard Baby Dragon
Bandit
Bats Zap Goblin Gang Wizard Baby Dragon

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 Wizard Baby Dragon
P.E.K.K.A Bats Zap Goblin Gang Bandit
Goblin Gang Tornado P.E.K.K.A Bats Bandit
P.E.K.K.A Bats Goblin Gang Bandit
Tornado P.E.K.K.A
Goblin Gang Tornado Bats Zap Baby Dragon Bandit
Bats Tornado Zap Goblin Gang Wizard Baby Dragon
Zap Baby Dragon P.E.K.K.A Bandit
P.E.K.K.A Goblin Gang Tornado
Goblin Gang Tornado Bandit
Bats Goblin Gang Zap Wizard Tornado Baby Dragon Bandit
Bats Zap Goblin Gang Wizard Tornado Baby Dragon
P.E.K.K.A Bats Zap Goblin Gang Wizard Bandit
Wizard Bats Zap Goblin Gang Tornado Baby Dragon P.E.K.K.A
P.E.K.K.A Goblin Gang Bandit
Tornado Zap Goblin Gang P.E.K.K.A Bandit
Wizard Bats Goblin Gang Tornado P.E.K.K.A
Bats Zap Goblin Gang Wizard Tornado Baby Dragon Bandit
Zap Wizard Tornado Baby Dragon Bats Bandit
P.E.K.K.A Tornado
Goblin Gang Wizard Bats Baby Dragon P.E.K.K.A Bandit

Counters to secondary win conditions

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

Goblin Gang Zap P.E.K.K.A Bandit
Bandit Zap Goblin Gang Wizard Baby Dragon
Goblin Gang P.E.K.K.A Bandit Bats Zap
Goblin Gang P.E.K.K.A Bats Zap Tornado Bandit
P.E.K.K.A Goblin Gang Bandit
Wizard Bats Zap Goblin Gang Tornado Baby Dragon
Goblin Gang P.E.K.K.A Bats Bandit
P.E.K.K.A
Zap P.E.K.K.A Bats Tornado Baby Dragon Bandit
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A Zap Tornado
P.E.K.K.A Goblin Gang Wizard Bandit
Wizard Baby Dragon
Goblin Gang Bats Zap Tornado Baby Dragon P.E.K.K.A
Bats Zap Wizard Baby Dragon 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.)

Baby Dragon Bandit
Zap Tornado Baby Dragon Bandit
Baby Dragon Bandit
Wizard Zap Baby Dragon
Wizard Bats Zap Tornado Baby Dragon
Wizard Tornado Baby Dragon
Zap Wizard Tornado Baby Dragon
Zap Wizard Tornado Bandit
Bats Goblin Gang Tornado
Zap Wizard Tornado Bandit
Zap Wizard Tornado Baby Dragon
Baby Dragon Bandit
Baby Dragon Bandit
Zap Baby Dragon
Zap Wizard Baby Dragon Bandit
Wizard Baby Dragon Bandit
Tornado
Bats
Zap Wizard Baby Dragon Bandit
Zap Wizard Tornado Baby Dragon
Baby Dragon
Wizard Tornado
Tornado
Zap Baby Dragon
Zap Tornado Wizard Baby Dragon
Zap Wizard Tornado Baby Dragon Bandit
Zap Wizard Tornado Baby Dragon Bandit
Zap Tornado Baby Dragon Bandit
Bats Zap Wizard Tornado Baby Dragon
Zap Bats Wizard
Zap Wizard Bandit
Zap
P.E.K.K.A
Wizard
Zap Bats Goblin Gang Bandit
Zap Wizard Tornado Baby Dragon
Goblin Gang Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Tornado
P.E.K.K.A
Zap Bats Goblin Gang Tornado Baby Dragon
Bats Zap Tornado
Zap Tornado Baby Dragon Bandit

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: