My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Fisherman

Deck tips

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

Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Gang Mortar Hog Rider Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Mortar Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball

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 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.

Fireball

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 Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Bandit Mortar Fireball Hog Rider P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Goblin Gang Bandit

Attack Synergies 6 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
Hog Rider Mortar P.E.K.K.A Bandit
Arrows
Fireball Hog Rider P.E.K.K.A Mortar Bandit
Goblin Gang
Hog Rider Mortar P.E.K.K.A Bandit
Mortar
Bats Arrows Goblin Gang Fireball Hog Rider Bandit
Fireball
Arrows Hog Rider Mortar
Hog Rider
Bats Arrows Goblin Gang Fireball Mortar Bandit
P.E.K.K.A
Arrows Bats Goblin Gang
Bandit
Bats Arrows Goblin Gang Mortar Hog Rider

Defense Synergies 0 13

Bats
Mortar P.E.K.K.A Bandit
Arrows
Mortar Fireball P.E.K.K.A Bandit
Goblin Gang
Mortar P.E.K.K.A Bandit
Mortar
Bats Arrows Goblin Gang Fireball Bandit
Fireball
Arrows Mortar Bandit
Hog Rider
P.E.K.K.A
Bats Arrows Goblin Gang
Bandit
Bats Arrows Goblin Gang Mortar Fireball

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.

Mortar Fireball
P.E.K.K.A Bats Goblin Gang Mortar Bandit
Goblin Gang Mortar P.E.K.K.A Bats Bandit
P.E.K.K.A Bats Goblin Gang Mortar Bandit
Arrows Fireball P.E.K.K.A
Arrows Goblin Gang Fireball Bats Bandit
Bats Arrows Goblin Gang Mortar Fireball
Arrows Fireball P.E.K.K.A Bandit
P.E.K.K.A Goblin Gang Mortar
Goblin Gang Bandit
Bats Goblin Gang Arrows Fireball Bandit
Arrows Bats Goblin Gang Fireball
Mortar P.E.K.K.A Bats Goblin Gang Fireball Bandit
Fireball Bats Arrows Goblin Gang Mortar P.E.K.K.A
P.E.K.K.A Goblin Gang Mortar Bandit
Goblin Gang Mortar Fireball P.E.K.K.A Bandit
Bats Arrows Goblin Gang Mortar Fireball P.E.K.K.A
Arrows Mortar Fireball Bats Goblin Gang Bandit
Arrows Mortar Bats Fireball Bandit
P.E.K.K.A Mortar
Goblin Gang Bats Arrows Fireball 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 Fireball P.E.K.K.A Bandit
Fireball Bandit Arrows Goblin Gang Mortar
Goblin Gang P.E.K.K.A Bandit Bats
Goblin Gang P.E.K.K.A Bats Fireball Bandit
P.E.K.K.A Goblin Gang Bandit
Arrows Fireball Bats Goblin Gang
Goblin Gang P.E.K.K.A Bats Fireball Bandit
P.E.K.K.A
P.E.K.K.A Bats Mortar Fireball Bandit
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A Arrows Fireball
P.E.K.K.A Goblin Gang Fireball Bandit
Fireball
Goblin Gang Bats Mortar Fireball P.E.K.K.A
Bats Arrows Fireball 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.)

Fireball Arrows Mortar Bandit
Arrows Mortar Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Fireball Arrows Mortar
Arrows Fireball Bats
Arrows Mortar
Arrows Fireball
Arrows Fireball Mortar Bandit
Bats Goblin Gang Fireball
Arrows Mortar Fireball Bandit
Fireball Arrows
Mortar Fireball Bandit
Arrows Mortar Fireball Bandit
Arrows Mortar Fireball
Arrows Mortar Fireball Bandit
Arrows Mortar Fireball Bandit
Arrows Mortar Fireball
Bats
Arrows Mortar Fireball Bandit
Arrows Mortar Fireball
Fireball
Arrows Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball Bandit
Fireball Arrows Mortar Bandit
Fireball Arrows Mortar Bandit
Bats Arrows Fireball
Bats Fireball
Fireball
Arrows Mortar Fireball Bandit
Arrows Fireball
P.E.K.K.A
Arrows Fireball
Bats Goblin Gang Fireball Bandit
Fireball Arrows
Arrows Fireball
Fireball Goblin Gang
Arrows Mortar Fireball
Arrows Fireball
P.E.K.K.A
Bats Goblin Gang Fireball
Bats Fireball
Mortar Fireball Bandit

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