My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer

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 Archers Goblin Gang Furnace

Defensive buildings

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

Furnace

Investments

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

Bats Archers Furnace P.E.K.K.A

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 The Log

Punishments

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

Goblin Gang Elite Barbarians

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 Elite Barbarians 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.

Elite Barbarians

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 Archers Goblin Gang Elite Barbarians
Giant Snowball
Bats Archers Goblin Gang Furnace
Zap
Bats Archers Goblin Gang Furnace
Barbarian Barrel
Archers Goblin Gang Elite Barbarians Furnace
The Log
Archers Goblin Gang Elite Barbarians Furnace
Earthquake
Archers Goblin Gang Furnace
Arrows
Bats Archers Goblin Gang Furnace
Royal Delivery
Bats Archers Goblin Gang Elite Barbarians P.E.K.K.A
Fireball
Archers Goblin Gang Elite Barbarians Furnace
Poison
Bats Archers Goblin Gang Furnace
Lightning
Elite Barbarians Furnace
Rocket
Elite Barbarians Furnace

Against air swarms

Spells and units that can counter air swarms.

Zap Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Zap Furnace The Log

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 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.

Elite Barbarians

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 Furnace

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Archers Goblin Gang Furnace Elite Barbarians P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Archers

Attack Synergies 2 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 Elite Barbarians P.E.K.K.A
Zap
Elite Barbarians P.E.K.K.A Bats Archers Furnace The Log
Archers
Zap Elite Barbarians P.E.K.K.A
Goblin Gang
P.E.K.K.A
Elite Barbarians
Zap Bats Archers Furnace The Log
Furnace
Zap Elite Barbarians P.E.K.K.A
P.E.K.K.A
Zap Bats Archers Goblin Gang Furnace The Log
The Log
Zap Elite Barbarians P.E.K.K.A

Defense Synergies 1 17

Bats
Zap P.E.K.K.A The Log
Zap
Bats Archers Goblin Gang Elite Barbarians Furnace P.E.K.K.A The Log
Archers
Zap Goblin Gang Furnace P.E.K.K.A The Log
Goblin Gang
Zap Archers Furnace P.E.K.K.A The Log
Elite Barbarians
Zap The Log
Furnace
Zap Archers Goblin Gang
P.E.K.K.A
The Log Bats Zap Archers Goblin Gang
The Log
P.E.K.K.A Bats Zap Archers Goblin Gang Elite Barbarians

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 The Log
Elite Barbarians P.E.K.K.A Bats Zap Goblin Gang Furnace The Log
Goblin Gang Furnace P.E.K.K.A Bats Archers Elite Barbarians
Elite Barbarians P.E.K.K.A Bats Goblin Gang Furnace
Elite Barbarians P.E.K.K.A The Log
Goblin Gang The Log Bats Zap Archers Furnace
Bats Furnace Zap Archers Goblin Gang
Zap P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Elite Barbarians Furnace
Goblin Gang Elite Barbarians Archers
Bats Archers Goblin Gang Zap Furnace The Log
Bats Zap Archers Goblin Gang Furnace
Furnace P.E.K.K.A Bats Zap Goblin Gang Elite Barbarians The Log
Bats Zap Goblin Gang Furnace P.E.K.K.A The Log
Elite Barbarians P.E.K.K.A Goblin Gang Furnace
Zap Goblin Gang Elite Barbarians Furnace P.E.K.K.A The Log
Bats Goblin Gang Elite Barbarians Furnace P.E.K.K.A
Bats Zap Archers Goblin Gang Elite Barbarians Furnace The Log
Zap Furnace The Log Bats Archers
P.E.K.K.A Elite Barbarians
Goblin Gang Bats Archers Elite Barbarians Furnace 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 Zap Archers Elite Barbarians Furnace P.E.K.K.A
Zap Archers Goblin Gang Elite Barbarians The Log
Goblin Gang P.E.K.K.A Bats Zap Elite Barbarians Furnace The Log
Goblin Gang P.E.K.K.A Bats Zap Elite Barbarians The Log
P.E.K.K.A Goblin Gang Elite Barbarians
Furnace Bats Zap Archers Goblin Gang
Goblin Gang P.E.K.K.A Bats Archers Elite Barbarians Furnace
P.E.K.K.A Elite Barbarians
Zap P.E.K.K.A Bats Elite Barbarians The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Zap Elite Barbarians The Log
Elite Barbarians P.E.K.K.A Goblin Gang
Archers Furnace
Goblin Gang Elite Barbarians Bats Zap Archers Furnace P.E.K.K.A The Log
Bats Zap Archers Elite Barbarians 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.)

The Log
Zap The Log
The Log
The Log
Zap Furnace The Log
Bats Zap Furnace
Archers Furnace The Log
The Log Zap
The Log Zap
Bats Goblin Gang Elite Barbarians
Zap The Log
Zap Archers
Elite Barbarians The Log
Zap Elite Barbarians Furnace The Log
Zap Furnace The Log
Furnace The Log
Bats
Zap Archers The Log
Zap The Log
The Log
The Log
Zap The Log
Zap The Log Furnace
The Log Zap
Zap The Log
Zap The Log
Elite Barbarians Bats Zap Archers Furnace
Zap Bats
Elite Barbarians
Zap The Log
Zap
P.E.K.K.A
The Log
Zap Bats Archers Goblin Gang
Zap Archers
The Log
Goblin Gang
The Log Zap
Zap
Elite Barbarians P.E.K.K.A
Zap Bats Goblin Gang Elite Barbarians The Log
Bats Zap
Zap The Log

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