My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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.

Bats Knight 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.

Goblin Barrel

Damage spells

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

Missing

Punishments

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

Goblin Barrel Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight 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.

Goblin Barrel

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 Barrel Guards Skeleton Army Prince
Giant Snowball
Bats Goblin Barrel Guards Skeleton Army
Zap
Bats Goblin Barrel Guards Skeleton Army Prince
Barbarian Barrel
Knight Wizard Goblin Barrel Guards Skeleton Army
The Log
Goblin Barrel Guards Skeleton Army Prince
Earthquake
Goblin Barrel Guards Skeleton Army
Arrows
Bats Goblin Barrel Guards Skeleton Army
Royal Delivery
Bats Knight Wizard Goblin Barrel Guards Skeleton Army Prince P.E.K.K.A
Fireball
Wizard Goblin Barrel Skeleton Army
Poison
Bats Wizard Guards Skeleton Army
Lightning
Knight Wizard Prince
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Knight Guards Skeleton Army 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.

Goblin Barrel Skeleton Army

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.

Wizard Goblin Barrel

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Goblin Barrel Guards Skeleton Army Wizard Prince P.E.K.K.A

Shortest cycle

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

11 Bats Knight Goblin Barrel Guards

Attack Synergies 3 10

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 Goblin Barrel Prince P.E.K.K.A
Knight
Bats Goblin Barrel Wizard Prince
Wizard
Knight Prince P.E.K.K.A
Goblin Barrel
Knight Prince Bats Guards Skeleton Army P.E.K.K.A
Guards
Goblin Barrel
Skeleton Army
Goblin Barrel
Prince
Goblin Barrel Bats Knight Wizard
P.E.K.K.A
Bats Wizard Goblin Barrel

Defense Synergies 1 11

Bats
Knight Prince P.E.K.K.A
Knight
Bats Wizard Skeleton Army
Wizard
Knight Guards Skeleton Army Prince P.E.K.K.A
Goblin Barrel
Guards
Wizard Skeleton Army Prince
Skeleton Army
Knight Wizard Guards Prince
Prince
Bats Wizard Guards Skeleton Army
P.E.K.K.A
Bats 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.

Knight Wizard
Skeleton Army P.E.K.K.A Bats Knight Prince
Skeleton Army Prince P.E.K.K.A Bats Knight
Skeleton Army Prince P.E.K.K.A Bats Knight Guards
Skeleton Army Prince P.E.K.K.A
Skeleton Army Bats Guards
Bats Wizard
P.E.K.K.A
P.E.K.K.A Skeleton Army Prince
Knight Guards Skeleton Army Prince
Bats Guards Skeleton Army Knight Wizard
Bats Wizard
Skeleton Army Prince P.E.K.K.A Bats Knight Wizard Guards
Wizard Skeleton Army Bats Guards Prince P.E.K.K.A
Skeleton Army P.E.K.K.A Knight Prince
Skeleton Army Prince P.E.K.K.A
Wizard Bats Knight Skeleton Army Prince P.E.K.K.A
Bats Knight Wizard Guards Skeleton Army Prince
Wizard Bats Knight Guards
P.E.K.K.A Prince
Wizard Skeleton Army Bats Knight Guards Prince P.E.K.K.A

Counters to secondary win conditions

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

Knight Guards Skeleton Army Prince P.E.K.K.A
Knight Wizard Prince
Guards Skeleton Army P.E.K.K.A Bats Knight Prince
Guards Skeleton Army Prince P.E.K.K.A Bats Knight
P.E.K.K.A Knight Guards Skeleton Army Prince
Wizard Bats
Guards Skeleton Army Prince P.E.K.K.A Bats Knight
P.E.K.K.A Knight Skeleton Army Prince
P.E.K.K.A Bats Knight Skeleton Army Prince
P.E.K.K.A Guards Skeleton Army
P.E.K.K.A Bats Knight Guards Prince
Skeleton Army P.E.K.K.A Guards Prince
Skeleton Army Prince P.E.K.K.A Knight Wizard Guards
Wizard Skeleton Army
Guards Skeleton Army Bats Knight Prince P.E.K.K.A
Bats 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.)

Knight Guards
Knight Guards Prince
Wizard
Wizard Bats
Wizard
Wizard
Wizard
Bats Guards Prince
Knight Wizard Prince
Wizard
Knight
Prince
Wizard
Wizard
Bats
Wizard Prince
Wizard
Prince
Wizard
Prince
Wizard
Wizard
Wizard Prince
Bats Wizard
Bats Wizard Guards
Wizard
P.E.K.K.A Prince
Wizard
Bats Guards Skeleton Army Prince
Wizard
Knight Wizard Prince
Wizard
Prince P.E.K.K.A
Bats Guards
Bats
Prince
Prince P.E.K.K.A
Wizard

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