My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Firecracker

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.

Ice Spirit Bats Firecracker P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

The Log

Punishments

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

Goblin Gang Hog Rider

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.

Ice Spirit Goblin Gang Barbarians Hog Rider 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.

Firecracker Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker The Log

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.

Ice Spirit Bats P.E.K.K.A

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.

Ice Spirit Goblin Gang Barbarians

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.

Ice Spirit Bats The Log Goblin Gang Firecracker Hog Rider Barbarians P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Bats The Log Goblin Gang

Attack Synergies 6 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.

Ice Spirit
Hog Rider P.E.K.K.A Bats Firecracker Barbarians
Bats
Hog Rider Ice Spirit Firecracker P.E.K.K.A
Goblin Gang
Hog Rider Firecracker P.E.K.K.A
Firecracker
Hog Rider Ice Spirit Bats Goblin Gang P.E.K.K.A
Barbarians
Ice Spirit Hog Rider
Hog Rider
Ice Spirit Bats Goblin Gang Firecracker The Log Barbarians
P.E.K.K.A
Ice Spirit Bats Goblin Gang Firecracker The Log
The Log
Hog Rider P.E.K.K.A

Defense Synergies 3 13

Ice Spirit
Goblin Gang Bats Firecracker Barbarians P.E.K.K.A The Log
Bats
Ice Spirit Firecracker P.E.K.K.A The Log
Goblin Gang
Ice Spirit Firecracker Barbarians P.E.K.K.A The Log
Firecracker
The Log Ice Spirit Bats Goblin Gang P.E.K.K.A
Barbarians
Ice Spirit Goblin Gang
Hog Rider
P.E.K.K.A
The Log Ice Spirit Bats Goblin Gang Firecracker
The Log
Firecracker P.E.K.K.A Ice Spirit Bats Goblin Gang

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.

Firecracker The Log
Barbarians P.E.K.K.A Ice Spirit Bats Goblin Gang Firecracker The Log
Goblin Gang Barbarians P.E.K.K.A Bats
Barbarians P.E.K.K.A Bats Goblin Gang Firecracker
Firecracker Barbarians P.E.K.K.A The Log
Goblin Gang The Log Bats Firecracker
Bats Ice Spirit Goblin Gang Firecracker
Barbarians P.E.K.K.A The Log
Barbarians P.E.K.K.A Goblin Gang
Goblin Gang Ice Spirit Firecracker Barbarians
Bats Goblin Gang Barbarians Firecracker The Log
Bats Goblin Gang Firecracker
Barbarians P.E.K.K.A Ice Spirit Bats Goblin Gang The Log
Ice Spirit Bats Goblin Gang Firecracker Barbarians P.E.K.K.A The Log
Barbarians P.E.K.K.A Goblin Gang
Barbarians Ice Spirit Goblin Gang P.E.K.K.A The Log
Barbarians Bats Goblin Gang Firecracker P.E.K.K.A
Ice Spirit Bats Goblin Gang Firecracker Barbarians The Log
The Log Ice Spirit Bats Firecracker Barbarians
Barbarians P.E.K.K.A
Goblin Gang Bats Firecracker Barbarians P.E.K.K.A The Log
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 Barbarians P.E.K.K.A
Goblin Gang Firecracker The Log
Goblin Gang Barbarians P.E.K.K.A Ice Spirit Bats The Log
Goblin Gang P.E.K.K.A Bats Barbarians The Log
Barbarians P.E.K.K.A Goblin Gang
Firecracker Ice Spirit Bats Goblin Gang
Goblin Gang P.E.K.K.A Bats Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Ice Spirit Bats Firecracker Barbarians The Log
P.E.K.K.A Goblin Gang Barbarians
P.E.K.K.A Bats Barbarians
P.E.K.K.A Barbarians The Log
Barbarians P.E.K.K.A Goblin Gang
Firecracker Barbarians
Goblin Gang Barbarians Ice Spirit Bats Firecracker P.E.K.K.A The Log
Bats Firecracker 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.)

Firecracker The Log
Firecracker The Log
The Log
Firecracker Barbarians The Log
Firecracker The Log
Firecracker Ice Spirit Bats
Firecracker The Log
The Log Ice Spirit Firecracker
The Log Firecracker
Bats Goblin Gang
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker The Log
Firecracker The Log
The Log
The Log
Barbarians The Log
Firecracker The Log Ice Spirit
Firecracker The Log
The Log
Firecracker The Log
Bats Firecracker
Ice Spirit Bats Firecracker
The Log
Ice Spirit Firecracker
P.E.K.K.A
Firecracker The Log
Ice Spirit Bats Goblin Gang Barbarians
Firecracker
The Log
Goblin Gang Firecracker
The Log Firecracker
Firecracker P.E.K.K.A
Ice Spirit Bats Goblin Gang Firecracker The Log
Firecracker Bats
Firecracker The Log
P.E.K.K.A
Firecracker

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