My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Witch Goblin Giant

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 Witch Goblin Giant 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 Goblin Giant

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Barrel Goblin Giant

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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 Arrows Skeleton Army 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.

Fireball 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.

Fireball Goblin Barrel Witch

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 Arrows Goblin Barrel Skeleton Army Fireball Witch Goblin Giant P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Goblin Barrel Skeleton Army

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
Goblin Barrel Goblin Giant P.E.K.K.A
Arrows
Fireball P.E.K.K.A Goblin Barrel Goblin Giant
Fireball
Arrows Goblin Giant
Goblin Barrel
Bats Arrows Skeleton Army Goblin Giant P.E.K.K.A
Skeleton Army
Goblin Barrel
Witch
Goblin Giant P.E.K.K.A
Goblin Giant
Fireball Bats Arrows Goblin Barrel Witch
P.E.K.K.A
Arrows Bats Goblin Barrel Witch

Defense Synergies 1 4

Bats
Goblin Giant P.E.K.K.A
Arrows
Fireball P.E.K.K.A
Fireball
Goblin Giant Arrows
Goblin Barrel
Skeleton Army
Witch
Goblin Giant
Fireball Bats
P.E.K.K.A
Bats Arrows

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.

Fireball Goblin Giant
Skeleton Army P.E.K.K.A Bats Witch
Skeleton Army Witch P.E.K.K.A Bats
Skeleton Army Witch P.E.K.K.A Bats
Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army Bats
Bats Arrows Fireball Witch
Arrows Fireball Goblin Giant P.E.K.K.A
Witch P.E.K.K.A Skeleton Army
Skeleton Army
Bats Skeleton Army Witch Arrows Fireball Goblin Giant
Arrows Bats Fireball Witch
Skeleton Army P.E.K.K.A Bats Fireball Witch
Fireball Skeleton Army Bats Arrows Witch P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Fireball P.E.K.K.A
Bats Arrows Fireball Skeleton Army Witch P.E.K.K.A
Arrows Fireball Bats Skeleton Army Witch
Arrows Witch Bats Fireball
P.E.K.K.A
Skeleton Army Bats Arrows Fireball Witch Goblin Giant P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Fireball Witch P.E.K.K.A
Fireball Arrows
Skeleton Army P.E.K.K.A Bats Witch Goblin Giant
Skeleton Army P.E.K.K.A Bats Fireball Goblin Giant
P.E.K.K.A Skeleton Army Witch Goblin Giant
Arrows Fireball Bats Witch Goblin Giant
Skeleton Army P.E.K.K.A Bats Fireball Witch Goblin Giant
P.E.K.K.A Skeleton Army Goblin Giant
P.E.K.K.A Bats Fireball Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army Goblin Giant
P.E.K.K.A Bats Witch
Skeleton Army P.E.K.K.A Arrows Fireball Goblin Giant
Skeleton Army P.E.K.K.A Fireball Witch Goblin Giant
Fireball Skeleton Army Witch
Skeleton Army Witch Bats Fireball Goblin Giant P.E.K.K.A
Bats Arrows Fireball Witch P.E.K.K.A
Arrows Fireball

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.)

Fireball Arrows
Arrows Fireball
Arrows Fireball Goblin Giant
Arrows Fireball
Fireball Arrows
Arrows Fireball Bats Witch Goblin Giant
Arrows Witch
Arrows Fireball
Arrows Fireball
Bats Fireball
Arrows Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Bats
Arrows Fireball
Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Witch
Arrows Fireball Witch
Fireball Arrows Witch
Fireball Arrows
Bats Arrows Fireball Witch
Bats Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Arrows Fireball
Bats Fireball Skeleton Army Witch
Fireball Arrows Witch
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch Goblin Giant
P.E.K.K.A
Fireball

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