My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Rascals 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!
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 Night Witch

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 Knight Battle Ram P.E.K.K.A Night Witch

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Battle Ram

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.

Knight Goblin Gang Battle Ram 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 Battle Ram Night Witch
Giant Snowball
Bats Goblin Gang Battle Ram Night Witch
Zap
Bats Goblin Gang Battle Ram Night Witch
Barbarian Barrel
Knight Goblin Gang Battle Ram Night Witch
The Log
Goblin Gang Battle Ram
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang Night Witch
Royal Delivery
Bats Knight Goblin Gang Battle Ram P.E.K.K.A Night Witch
Fireball
Goblin Gang Battle Ram Night Witch
Poison
Bats Goblin Gang Night Witch
Lightning
Knight Battle Ram Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Arrows Knight Battle Ram P.E.K.K.A Night Witch

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 The Log Arrows Knight Goblin Gang Battle Ram Night Witch P.E.K.K.A

Shortest cycle

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

10 Bats The Log Arrows Knight

Attack Synergies 5 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
Knight Battle Ram P.E.K.K.A
Arrows
P.E.K.K.A Knight Battle Ram Night Witch
Knight
Bats Goblin Gang Battle Ram Arrows The Log Night Witch
Goblin Gang
Knight Battle Ram P.E.K.K.A
Battle Ram
Knight The Log Bats Arrows Goblin Gang P.E.K.K.A
P.E.K.K.A
Arrows Bats Goblin Gang Battle Ram The Log Night Witch
The Log
Battle Ram Knight P.E.K.K.A
Night Witch
Arrows Knight P.E.K.K.A

Defense Synergies 3 9

Bats
Knight P.E.K.K.A The Log
Arrows
Knight P.E.K.K.A
Knight
Bats Goblin Gang Arrows The Log Night Witch
Goblin Gang
Knight P.E.K.K.A The Log
Battle Ram
P.E.K.K.A
The Log Bats Arrows Goblin Gang
The Log
P.E.K.K.A Bats Knight Goblin Gang Night Witch
Night Witch
Knight The Log

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.

Knight The Log
P.E.K.K.A Bats Knight Goblin Gang The Log Night Witch
Goblin Gang P.E.K.K.A Bats Knight Night Witch
P.E.K.K.A Night Witch Bats Knight Goblin Gang
Arrows P.E.K.K.A The Log
Arrows Goblin Gang The Log Bats Night Witch
Bats Arrows Goblin Gang Night Witch
Arrows P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Night Witch
Knight Goblin Gang Night Witch
Bats Goblin Gang Arrows Knight The Log Night Witch
Arrows Bats Goblin Gang Night Witch
P.E.K.K.A Night Witch Bats Knight Goblin Gang The Log
Bats Arrows Goblin Gang P.E.K.K.A The Log Night Witch
P.E.K.K.A Knight Goblin Gang
Goblin Gang P.E.K.K.A The Log
Bats Arrows Knight Goblin Gang P.E.K.K.A Night Witch
Arrows Bats Knight Goblin Gang The Log Night Witch
Arrows The Log Bats Knight
P.E.K.K.A
Goblin Gang Bats Arrows Knight P.E.K.K.A The Log Night Witch

Counters to secondary win conditions

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

Knight Goblin Gang P.E.K.K.A
Arrows Knight Goblin Gang The Log
Goblin Gang P.E.K.K.A Bats Knight The Log
Goblin Gang P.E.K.K.A Bats Knight The Log Night Witch
P.E.K.K.A Knight Goblin Gang Night Witch
Arrows Bats Goblin Gang
Goblin Gang P.E.K.K.A Bats Knight Night Witch
P.E.K.K.A Knight
P.E.K.K.A Bats Knight The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows The Log
P.E.K.K.A Knight Goblin Gang Night Witch
Goblin Gang Bats Knight P.E.K.K.A The Log Night Witch
Bats Arrows 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.)

Arrows Knight The Log
Arrows The Log
Arrows The Log
Arrows Knight The Log
Arrows The Log
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log
Bats Goblin Gang Night Witch
Arrows Knight The Log
Arrows
Knight The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Bats Night Witch
Arrows The Log
Arrows The Log
The Log Night Witch
Arrows
The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Bats Arrows Night Witch
Bats
Night Witch
Arrows The Log Night Witch
Arrows
P.E.K.K.A
Arrows The Log
Bats Goblin Gang Night Witch
Arrows
Arrows The Log
Knight Goblin Gang
Arrows The Log
Arrows
P.E.K.K.A
Bats Goblin Gang The Log
Bats
The Log

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