My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Archers Goblin Gang

Defensive buildings

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

Cannon

Investments

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

Spear Goblins Bats Archers Knight P.E.K.K.A

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

Punishments

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

Goblin Gang

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.

Spear Goblins Knight Goblin Gang P.E.K.K.A

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
Spear Goblins Bats Archers Goblin Gang
Giant Snowball
Spear Goblins Bats Archers Cannon Goblin Gang
Zap
Spear Goblins Bats Archers Cannon Goblin Gang
Barbarian Barrel
Spear Goblins Archers Knight Cannon Goblin Gang
The Log
Spear Goblins Archers Cannon Goblin Gang
Earthquake
Spear Goblins Archers Cannon Goblin Gang
Arrows
Spear Goblins Bats Archers Goblin Gang
Royal Delivery
Spear Goblins Bats Archers Knight Goblin Gang P.E.K.K.A
Fireball
Archers Cannon Goblin Gang
Poison
Spear Goblins Bats Archers Cannon Goblin Gang
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Spear Goblins Bats Arrows Knight 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.

Goblin Gang

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.

Spear Goblins Bats Archers Arrows Knight Cannon Goblin Gang P.E.K.K.A

Shortest cycle

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

10 Spear Goblins Bats Archers Arrows

Attack Synergies 5 6

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.

Spear Goblins
Knight Goblin Gang
Bats
Knight P.E.K.K.A
Archers
Knight Arrows P.E.K.K.A
Arrows
P.E.K.K.A Archers Knight
Knight
Spear Goblins Bats Archers Goblin Gang Arrows
Cannon
Goblin Gang
Knight Spear Goblins P.E.K.K.A
P.E.K.K.A
Arrows Bats Archers Goblin Gang

Defense Synergies 5 16

Spear Goblins
Knight Bats Archers Arrows Cannon Goblin Gang P.E.K.K.A
Bats
Knight Spear Goblins Cannon P.E.K.K.A
Archers
Knight Spear Goblins Cannon Goblin Gang P.E.K.K.A
Arrows
Spear Goblins Knight Cannon P.E.K.K.A
Knight
Spear Goblins Bats Archers Cannon Goblin Gang Arrows
Cannon
Knight Spear Goblins Bats Archers Arrows Goblin Gang
Goblin Gang
Knight Spear Goblins Archers Cannon P.E.K.K.A
P.E.K.K.A
Spear Goblins Bats Archers Arrows 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.

Spear Goblins Knight Cannon
P.E.K.K.A Bats Knight Cannon Goblin Gang
Cannon Goblin Gang P.E.K.K.A Bats Archers Knight
Cannon P.E.K.K.A Bats Knight Goblin Gang
Arrows P.E.K.K.A
Arrows Goblin Gang Spear Goblins Bats Archers Cannon
Bats Spear Goblins Archers Arrows Cannon Goblin Gang
Arrows Cannon P.E.K.K.A
Cannon P.E.K.K.A Goblin Gang
Knight Goblin Gang Spear Goblins Archers Cannon
Bats Archers Goblin Gang Spear Goblins Arrows Knight Cannon
Arrows Spear Goblins Bats Archers Goblin Gang
Cannon P.E.K.K.A Bats Knight Goblin Gang
Bats Arrows Cannon Goblin Gang P.E.K.K.A
P.E.K.K.A Knight Cannon Goblin Gang
Cannon Goblin Gang P.E.K.K.A
Bats Arrows Knight Cannon Goblin Gang P.E.K.K.A
Arrows Cannon Spear Goblins Bats Archers Knight Goblin Gang
Arrows Spear Goblins Bats Archers Knight Cannon
P.E.K.K.A Cannon
Goblin Gang Spear Goblins Bats Archers Arrows Knight Cannon P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Spear Goblins Archers P.E.K.K.A
Archers Arrows Knight Goblin Gang
Goblin Gang P.E.K.K.A Spear Goblins Bats Knight
Goblin Gang P.E.K.K.A Bats Knight
P.E.K.K.A Knight Cannon Goblin Gang
Arrows Bats Archers Goblin Gang
Goblin Gang P.E.K.K.A Spear Goblins Bats Archers Knight
P.E.K.K.A Knight
P.E.K.K.A Spear Goblins Bats Knight
P.E.K.K.A Cannon Goblin Gang
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows
P.E.K.K.A Knight Cannon Goblin Gang
Archers Cannon
Goblin Gang Spear Goblins Bats Archers Knight P.E.K.K.A
Bats Arrows Archers Cannon P.E.K.K.A
Arrows Cannon

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 Knight
Arrows
Arrows
Arrows Knight
Arrows
Arrows Spear Goblins Bats
Archers Arrows
Arrows
Arrows
Bats Goblin Gang
Arrows Knight
Archers Arrows
Knight
Arrows
Arrows
Spear Goblins Arrows
Arrows
Arrows
Bats
Archers Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats Archers Arrows
Bats
Arrows
Arrows
P.E.K.K.A
Arrows
Spear Goblins Bats Archers Goblin Gang
Archers Arrows
Arrows
Knight Goblin Gang
Arrows
Arrows
P.E.K.K.A
Bats Goblin Gang
Bats
P.E.K.K.A

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