My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Goblin Gang Zappies

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 Zappies Balloon Giant Skeleton 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.

Zap Arrows

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 Giant Skeleton 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 Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Giant Skeleton 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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Goblin Gang Zappies Balloon Giant Skeleton P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Goblin Gang

Attack Synergies 7 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
Balloon Giant Skeleton Zap P.E.K.K.A
Zap
Arrows Balloon P.E.K.K.A Bats Zappies Giant Skeleton
Arrows
Zap Balloon P.E.K.K.A Giant Skeleton
Goblin Gang
Balloon Giant Skeleton P.E.K.K.A
Zappies
Zap Balloon Giant Skeleton P.E.K.K.A
Balloon
Bats Zap Arrows Goblin Gang Zappies Giant Skeleton
Giant Skeleton
Bats Zap Arrows Goblin Gang Zappies Balloon
P.E.K.K.A
Zap Arrows Bats Goblin Gang Zappies

Defense Synergies 0 16

Bats
Zap Zappies Giant Skeleton P.E.K.K.A
Zap
Bats Arrows Goblin Gang Zappies Giant Skeleton P.E.K.K.A
Arrows
Zap Giant Skeleton P.E.K.K.A
Goblin Gang
Zap Zappies Giant Skeleton P.E.K.K.A
Zappies
Bats Zap Goblin Gang Giant Skeleton P.E.K.K.A
Balloon
Giant Skeleton
Bats Zap Arrows Goblin Gang Zappies
P.E.K.K.A
Bats Zap Arrows Goblin Gang Zappies

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 Zappies
P.E.K.K.A Bats Zap Goblin Gang Zappies
Goblin Gang P.E.K.K.A Bats Zappies Giant Skeleton
P.E.K.K.A Bats Goblin Gang Zappies
Arrows Giant Skeleton P.E.K.K.A
Arrows Goblin Gang Bats Zap Zappies
Bats Zap Arrows Goblin Gang Zappies
Zap Arrows Giant Skeleton P.E.K.K.A
Zappies P.E.K.K.A Goblin Gang
Goblin Gang Zappies Giant Skeleton
Bats Goblin Gang Zap Arrows Zappies Giant Skeleton
Arrows Bats Zap Goblin Gang Zappies
P.E.K.K.A Bats Zap Goblin Gang Zappies Giant Skeleton
Bats Zap Arrows Goblin Gang Zappies P.E.K.K.A
P.E.K.K.A Goblin Gang Zappies
Zap Goblin Gang Zappies P.E.K.K.A
Bats Arrows Goblin Gang Zappies P.E.K.K.A
Arrows Bats Zap Goblin Gang Zappies
Zap Arrows Bats Zappies Giant Skeleton
P.E.K.K.A Zappies
Goblin Gang Bats Arrows Zappies Giant Skeleton 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 Zap Zappies Giant Skeleton P.E.K.K.A
Zap Arrows Goblin Gang
Goblin Gang Zappies Giant Skeleton P.E.K.K.A Bats Zap
Goblin Gang Giant Skeleton P.E.K.K.A Bats Zap Zappies
Giant Skeleton P.E.K.K.A Goblin Gang Zappies
Arrows Bats Zap Goblin Gang Zappies
Goblin Gang P.E.K.K.A Bats Zappies Giant Skeleton
Giant Skeleton P.E.K.K.A Zappies
Zap Giant Skeleton P.E.K.K.A Bats Zappies
P.E.K.K.A Goblin Gang Zappies
P.E.K.K.A Bats Zappies Giant Skeleton
P.E.K.K.A Zap Arrows Giant Skeleton
Giant Skeleton P.E.K.K.A Goblin Gang Zappies
Zappies
Goblin Gang Zappies Bats Zap Giant Skeleton P.E.K.K.A
Bats Arrows Zap Zappies Giant Skeleton 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.)

Arrows Giant Skeleton
Arrows Zap
Arrows Giant Skeleton
Arrows Giant Skeleton
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Goblin Gang
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats
Zap Arrows
Zap Arrows
Giant Skeleton
Arrows
Zap Arrows
Zap Arrows
Arrows Zap
Zap Arrows
Zap Arrows
Bats Zap Arrows
Zap Bats Zappies
Zap Arrows
Zap Arrows Zappies
P.E.K.K.A Giant Skeleton
Arrows
Zap Bats Goblin Gang Zappies
Zap Arrows Zappies
Arrows
Goblin Gang
Arrows Zap
Zap Arrows Giant Skeleton
P.E.K.K.A
Zap Bats Goblin Gang Zappies Giant Skeleton
Bats Zap Zappies
Zap Giant Skeleton

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