My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker 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 Firecracker Goblin Giant Monk

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Rage

Punishments

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

Mini P.E.K.K.A Goblin Giant

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.

Mini P.E.K.K.A Goblin Giant

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 Mini P.E.K.K.A Monk

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Mini P.E.K.K.A Rage Skeleton Army

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.

Skeleton Army

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 Rage Arrows Firecracker Skeleton Army Mini P.E.K.K.A Monk Goblin Giant

Shortest cycle

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

10 Bats Rage Arrows Firecracker

Attack Synergies 0 12

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
Firecracker Mini P.E.K.K.A Rage Goblin Giant
Arrows
Mini P.E.K.K.A Goblin Giant
Firecracker
Bats Mini P.E.K.K.A Goblin Giant Monk
Mini P.E.K.K.A
Bats Arrows Firecracker Rage Goblin Giant
Rage
Bats Mini P.E.K.K.A Goblin Giant
Skeleton Army
Goblin Giant
Bats Arrows Firecracker Mini P.E.K.K.A Rage
Monk
Firecracker

Defense Synergies 0 8

Bats
Firecracker Mini P.E.K.K.A Goblin Giant
Arrows
Mini P.E.K.K.A Monk
Firecracker
Bats Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A
Bats Arrows Firecracker Skeleton Army
Rage
Skeleton Army
Firecracker Mini P.E.K.K.A
Goblin Giant
Bats
Monk
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.

Firecracker Goblin Giant
Mini P.E.K.K.A Skeleton Army Bats Firecracker Monk
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Skeleton Army Bats Firecracker Monk
Arrows Firecracker Mini P.E.K.K.A Skeleton Army Monk
Arrows Skeleton Army Bats Firecracker
Bats Arrows Firecracker
Arrows Goblin Giant Monk
Mini P.E.K.K.A Skeleton Army
Skeleton Army Firecracker Mini P.E.K.K.A
Bats Skeleton Army Arrows Firecracker Goblin Giant
Arrows Bats Firecracker
Mini P.E.K.K.A Skeleton Army Bats
Skeleton Army Bats Arrows Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army
Skeleton Army Monk Mini P.E.K.K.A
Bats Arrows Firecracker Mini P.E.K.K.A Skeleton Army
Arrows Bats Firecracker Skeleton Army
Arrows Bats Firecracker
Mini P.E.K.K.A
Skeleton Army Bats Arrows Firecracker Mini P.E.K.K.A Goblin Giant
Mini P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army
Arrows Firecracker Mini P.E.K.K.A Monk
Skeleton Army Bats Mini P.E.K.K.A Goblin Giant
Mini P.E.K.K.A Skeleton Army Bats Goblin Giant Monk
Mini P.E.K.K.A Skeleton Army Goblin Giant
Arrows Firecracker Bats Goblin Giant Monk
Mini P.E.K.K.A Skeleton Army Bats Goblin Giant
Mini P.E.K.K.A Skeleton Army Goblin Giant
Bats Firecracker Mini P.E.K.K.A Skeleton Army Monk
Skeleton Army Goblin Giant
Bats Mini P.E.K.K.A
Skeleton Army Monk Arrows Goblin Giant
Mini P.E.K.K.A Skeleton Army Goblin Giant
Firecracker Skeleton Army
Skeleton Army Bats Firecracker Mini P.E.K.K.A Goblin Giant Monk
Bats Arrows Firecracker Mini P.E.K.K.A
Arrows

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.)

Arrows Firecracker Monk
Arrows Firecracker Monk
Arrows Goblin Giant
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Bats Goblin Giant Monk
Arrows Firecracker
Arrows Firecracker
Arrows Monk Firecracker
Bats Mini P.E.K.K.A
Firecracker Monk Arrows
Monk Arrows Firecracker
Firecracker
Arrows Firecracker Monk
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Monk Arrows
Bats Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Monk
Arrows Firecracker Monk
Monk
Arrows
Monk
Arrows Monk
Arrows Firecracker
Arrows Firecracker Monk
Arrows Monk
Arrows Firecracker
Bats Arrows Firecracker
Bats Firecracker
Mini P.E.K.K.A
Arrows
Arrows Firecracker Monk
Arrows Firecracker Monk
Bats Skeleton Army
Arrows Firecracker Monk
Arrows
Firecracker Mini P.E.K.K.A
Arrows Firecracker
Monk Arrows
Firecracker
Bats Firecracker
Firecracker Bats
Firecracker Goblin Giant Monk
Firecracker Monk

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