My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Royal Ghost Bandit Magic Archer

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Ice Golem Three Musketeers

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 Ice Golem Giant Three Musketeers

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang Mini P.E.K.K.A 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 Ice Golem Mini P.E.K.K.A Giant

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.

Mini 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
Bats Goblin Gang Giant Three Musketeers
Giant Snowball
Bats Goblin Gang Three Musketeers
Zap
Bats Goblin Gang Three Musketeers
Barbarian Barrel
Goblin Gang Three Musketeers
The Log
Goblin Gang Mini P.E.K.K.A Three Musketeers
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Mini P.E.K.K.A Three Musketeers
Fireball
Goblin Gang Three Musketeers
Poison
Bats Goblin Gang Three Musketeers
Lightning
Ice Golem Mini P.E.K.K.A Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem The Log

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.

Bats Ice Golem Mini 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 Ice Golem Three Musketeers

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 Ice Golem The Log Goblin Gang Mini P.E.K.K.A Giant Three Musketeers

Shortest cycle

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

8 Bats Zap Ice Golem The Log

Attack Synergies 6 14

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
Ice Golem Giant Zap Mini P.E.K.K.A
Zap
Giant Bats Ice Golem Mini P.E.K.K.A Three Musketeers The Log
Goblin Gang
Ice Golem Mini P.E.K.K.A Giant Three Musketeers
Ice Golem
Bats Goblin Gang Three Musketeers Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Bats Zap Goblin Gang Ice Golem The Log
Giant
Bats Zap Mini P.E.K.K.A Goblin Gang Three Musketeers The Log
Three Musketeers
Ice Golem Zap Goblin Gang Giant The Log
The Log
Zap Mini P.E.K.K.A Giant Three Musketeers

Defense Synergies 2 15

Bats
Zap Ice Golem Mini P.E.K.K.A The Log
Zap
Mini P.E.K.K.A Bats Goblin Gang Ice Golem Three Musketeers The Log
Goblin Gang
Zap Ice Golem Mini P.E.K.K.A The Log
Ice Golem
Bats Zap Goblin Gang Mini P.E.K.K.A Three Musketeers The Log
Mini P.E.K.K.A
Zap The Log Bats Goblin Gang Ice Golem
Giant
Three Musketeers
Zap Ice Golem The Log
The Log
Mini P.E.K.K.A Bats Zap Goblin Gang Ice Golem Three Musketeers

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 Ice Golem The Log
Mini P.E.K.K.A Bats Zap Goblin Gang Three Musketeers The Log
Goblin Gang Mini P.E.K.K.A Three Musketeers Bats
Mini P.E.K.K.A Three Musketeers Bats Goblin Gang
Mini P.E.K.K.A The Log
Goblin Gang The Log Bats Zap
Bats Three Musketeers Zap Goblin Gang
Zap Ice Golem The Log
Mini P.E.K.K.A Three Musketeers Goblin Gang
Goblin Gang Ice Golem Mini P.E.K.K.A
Bats Goblin Gang Zap Ice Golem The Log
Three Musketeers Bats Zap Goblin Gang
Mini P.E.K.K.A Bats Zap Goblin Gang Three Musketeers The Log
Three Musketeers Bats Zap Goblin Gang Mini P.E.K.K.A The Log
Mini P.E.K.K.A Goblin Gang Three Musketeers
Zap Goblin Gang Mini P.E.K.K.A Three Musketeers The Log
Three Musketeers Bats Goblin Gang Mini P.E.K.K.A
Bats Zap Goblin Gang Three Musketeers The Log
Zap The Log Bats Ice Golem
Mini P.E.K.K.A Three Musketeers
Goblin Gang Bats Mini 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 Mini P.E.K.K.A Zap Ice Golem
Zap Goblin Gang Ice Golem Mini P.E.K.K.A The Log
Goblin Gang Bats Zap Ice Golem Mini P.E.K.K.A The Log
Goblin Gang Mini P.E.K.K.A Bats Zap Ice Golem The Log
Goblin Gang Mini P.E.K.K.A Three Musketeers
Bats Zap Goblin Gang Ice Golem Three Musketeers
Goblin Gang Mini P.E.K.K.A Bats Ice Golem
Mini P.E.K.K.A
Zap Bats Ice Golem Mini P.E.K.K.A The Log
Goblin Gang Three Musketeers
Bats Mini P.E.K.K.A
Zap The Log
Mini P.E.K.K.A Goblin Gang Ice Golem Three Musketeers
Three Musketeers
Goblin Gang Bats Zap Ice Golem Mini P.E.K.K.A Three Musketeers The Log
Bats Zap Ice Golem Mini 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.)

Ice Golem The Log
Zap The Log
The Log
Ice Golem The Log
Zap The Log
Bats Zap Ice Golem
The Log
The Log Zap Ice Golem
The Log Zap
Bats Goblin Gang Mini P.E.K.K.A Three Musketeers
Zap The Log
Zap
Ice Golem Three Musketeers The Log
Zap Ice Golem The Log
Zap Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A Three Musketeers The Log
Zap The Log
The Log
The Log
Zap The Log
Zap Ice Golem The Log
The Log Zap
Zap The Log
Zap The Log
Bats Zap Ice Golem
Zap Bats
Mini P.E.K.K.A
Zap The Log
Zap
The Log
Zap Bats Goblin Gang
Zap Three Musketeers
The Log
Goblin Gang Mini P.E.K.K.A Three Musketeers
The Log Zap Ice Golem
Zap
Three Musketeers
Zap Bats Goblin Gang The Log
Bats Zap
Zap The Log

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