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 Recruits

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 Goblin Gang Wizard

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.

Bomber Bats Wizard Prince 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

Punishments

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

Goblin Gang Elite Barbarians Prince

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard

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 Prince 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 Wizard

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.

Bomber Bats Zap Goblin Gang Wizard Prince Elite Barbarians P.E.K.K.A

Shortest cycle

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

9 Bomber Bats Zap Goblin Gang

Attack Synergies 3 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.

Bomber
Bats Zap Elite Barbarians Prince P.E.K.K.A
Bats
Bomber Zap Elite Barbarians Prince P.E.K.K.A
Zap
Elite Barbarians Prince P.E.K.K.A Bomber Bats
Goblin Gang
Prince P.E.K.K.A
Elite Barbarians
Zap Bomber Bats Wizard
Wizard
Elite Barbarians Prince P.E.K.K.A
Prince
Zap Bomber Bats Goblin Gang Wizard
P.E.K.K.A
Zap Bomber Bats Goblin Gang Wizard

Defense Synergies 0 15

Bomber
Bats Zap P.E.K.K.A
Bats
Bomber Zap Prince P.E.K.K.A
Zap
Bomber Bats Goblin Gang Elite Barbarians Prince P.E.K.K.A
Goblin Gang
Zap Prince P.E.K.K.A
Elite Barbarians
Zap Wizard
Wizard
Elite Barbarians Prince P.E.K.K.A
Prince
Bats Zap Goblin Gang Wizard
P.E.K.K.A
Bomber Bats Zap Goblin Gang Wizard

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.

Bomber Zap Wizard
Elite Barbarians P.E.K.K.A Bomber Bats Zap Goblin Gang Prince
Goblin Gang Prince P.E.K.K.A Bomber Bats Elite Barbarians
Elite Barbarians Prince P.E.K.K.A Bomber Bats Goblin Gang
Bomber Elite Barbarians Prince P.E.K.K.A
Goblin Gang Bomber Bats Zap
Bats Zap Goblin Gang Wizard
Zap P.E.K.K.A
P.E.K.K.A Goblin Gang Elite Barbarians Prince
Goblin Gang Elite Barbarians Bomber Prince
Bats Goblin Gang Bomber Zap Wizard
Bats Zap Goblin Gang Wizard
Prince P.E.K.K.A Bomber Bats Zap Goblin Gang Elite Barbarians Wizard
Bomber Wizard Bats Zap Goblin Gang Prince P.E.K.K.A
Elite Barbarians P.E.K.K.A Goblin Gang Prince
Zap Goblin Gang Elite Barbarians Prince P.E.K.K.A
Wizard Bomber Bats Goblin Gang Elite Barbarians Prince P.E.K.K.A
Bomber Bats Zap Goblin Gang Elite Barbarians Wizard Prince
Zap Wizard Bomber Bats
P.E.K.K.A Elite Barbarians Prince
Bomber Goblin Gang Wizard Bats Elite Barbarians Prince 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 Elite Barbarians Prince P.E.K.K.A
Bomber Zap Goblin Gang Elite Barbarians Wizard Prince
Goblin Gang P.E.K.K.A Bats Zap Elite Barbarians Prince
Goblin Gang Prince P.E.K.K.A Bats Zap Elite Barbarians
P.E.K.K.A Goblin Gang Elite Barbarians Prince
Wizard Bats Zap Goblin Gang
Goblin Gang Prince P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Elite Barbarians Prince
Zap P.E.K.K.A Bats Elite Barbarians Prince
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Elite Barbarians Prince
P.E.K.K.A Zap Elite Barbarians Prince
Elite Barbarians Prince P.E.K.K.A Goblin Gang Wizard
Wizard Bomber
Goblin Gang Elite Barbarians Bomber Bats Zap Prince P.E.K.K.A
Bats Bomber Zap Elite Barbarians Wizard 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.)

Zap
Prince
Bomber Wizard Zap
Wizard Bats Zap
Bomber Wizard
Zap Wizard
Zap Wizard
Bats Goblin Gang Elite Barbarians Prince
Zap Wizard Prince
Zap Wizard
Elite Barbarians
Zap Elite Barbarians Prince
Bomber Zap Wizard
Wizard
Bomber Bats
Bomber Zap Wizard Prince
Bomber Zap Wizard
Prince
Wizard
Prince
Zap
Zap Bomber Wizard
Zap Wizard
Zap Wizard Prince
Zap
Elite Barbarians Bats Zap Wizard
Zap Bats Wizard
Elite Barbarians
Bomber Zap Wizard
Zap
P.E.K.K.A Prince
Wizard
Zap Bats Goblin Gang Prince
Zap Wizard
Goblin Gang Wizard Prince
Bomber Zap Wizard
Zap
Elite Barbarians Prince P.E.K.K.A
Zap Bats Goblin Gang Elite Barbarians
Bats Zap
Zap Prince

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