My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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 Minions Wizard

Defensive buildings

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

Mortar

Investments

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

Bats Wizard Balloon P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

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

Mortar Goblin Barrel Balloon

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.

Mortar Goblin Barrel Balloon Royal Ghost

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.

Mortar Balloon P.E.K.K.A Royal Ghost

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 Balloon Royal Ghost

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 Minions Goblin Barrel Balloon
Giant Snowball
Bats Minions Goblin Barrel Balloon
Zap
Bats Minions Mortar Goblin Barrel Balloon
Barbarian Barrel
Mortar Wizard Goblin Barrel Royal Ghost
The Log
Goblin Barrel
Earthquake
Mortar Goblin Barrel
Arrows
Bats Minions Goblin Barrel
Royal Delivery
Bats Minions Wizard Goblin Barrel Balloon P.E.K.K.A Royal Ghost
Fireball
Minions Mortar Wizard Goblin Barrel Balloon
Poison
Bats Minions Mortar Wizard Balloon
Lightning
Mortar Wizard Balloon
Rocket
Mortar Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Wizard Royal Ghost

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 Royal Ghost

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

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Minions Goblin Barrel Royal Ghost Mortar Wizard Balloon P.E.K.K.A

Shortest cycle

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

11 Bats Minions Goblin Barrel Royal Ghost

Attack Synergies 1 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.

Bats
Balloon Minions Mortar Goblin Barrel P.E.K.K.A
Minions
Bats Mortar Balloon P.E.K.K.A
Mortar
Bats Minions
Wizard
Balloon P.E.K.K.A Royal Ghost
Goblin Barrel
Bats Balloon P.E.K.K.A Royal Ghost
Balloon
Bats Minions Wizard Goblin Barrel Royal Ghost
P.E.K.K.A
Bats Minions Wizard Goblin Barrel
Royal Ghost
Wizard Goblin Barrel Balloon

Defense Synergies 0 8

Bats
Minions Mortar P.E.K.K.A
Minions
Bats Mortar P.E.K.K.A
Mortar
Bats Minions Wizard
Wizard
Mortar P.E.K.K.A Royal Ghost
Goblin Barrel
Balloon
P.E.K.K.A
Bats Minions Wizard
Royal Ghost
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.

Minions Mortar Wizard
P.E.K.K.A Bats Minions Mortar
Mortar P.E.K.K.A Bats Minions
P.E.K.K.A Bats Minions Mortar
P.E.K.K.A
Bats Minions Royal Ghost
Bats Minions Mortar Wizard
P.E.K.K.A
P.E.K.K.A Minions Mortar
Royal Ghost
Bats Minions Wizard Royal Ghost
Minions Bats Wizard
Mortar P.E.K.K.A Bats Minions Wizard
Wizard Bats Minions Mortar P.E.K.K.A Royal Ghost
P.E.K.K.A Mortar
Mortar P.E.K.K.A
Wizard Bats Minions Mortar P.E.K.K.A
Mortar Bats Minions Wizard Royal Ghost
Mortar Wizard Bats Minions Royal Ghost
P.E.K.K.A Mortar
Wizard Royal Ghost Bats Minions P.E.K.K.A
P.E.K.K.A Mortar

Counters to secondary win conditions

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

P.E.K.K.A Royal Ghost
Mortar Wizard Royal Ghost
P.E.K.K.A Bats Minions
P.E.K.K.A Bats
P.E.K.K.A
Wizard Bats Minions
P.E.K.K.A Bats Minions
P.E.K.K.A
P.E.K.K.A Bats Minions Mortar
P.E.K.K.A
P.E.K.K.A Bats Minions
P.E.K.K.A
P.E.K.K.A Wizard
Wizard
Bats Minions Mortar P.E.K.K.A
Bats Minions Wizard P.E.K.K.A Royal Ghost
Mortar

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.)

Mortar Royal Ghost
Mortar Royal Ghost
Wizard Mortar
Wizard Bats Minions
Mortar Wizard
Wizard
Mortar Wizard
Bats Minions
Mortar Wizard
Wizard
Mortar
Minions Mortar
Mortar
Mortar Wizard
Mortar Wizard
Mortar
Bats Minions
Mortar Wizard
Mortar Wizard
Minions
Wizard
Mortar
Mortar Wizard
Mortar Wizard Royal Ghost
Mortar Wizard
Mortar
Bats Wizard
Bats Minions Wizard
Mortar Wizard
P.E.K.K.A
Wizard
Bats Minions
Wizard
Wizard
Mortar Wizard
P.E.K.K.A
Bats Minions
Bats
Mortar Royal Ghost
P.E.K.K.A
Mortar Wizard

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