My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 Archers Goblin Gang

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 Archers P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Rage Tornado

Punishments

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

Goblin Gang Goblin Barrel Mega Knight

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.

Goblin Gang P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Mega Knight

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 Rage Tornado P.E.K.K.A Mega Knight

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.

Goblin Gang 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Archers Goblin Gang Goblin Barrel Tornado P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Rage Archers Goblin Gang

Attack Synergies 3 9

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
Mega Knight Rage Goblin Barrel P.E.K.K.A
Archers
P.E.K.K.A Mega Knight
Goblin Gang
Goblin Barrel P.E.K.K.A
Rage
Bats
Goblin Barrel
Goblin Gang Bats P.E.K.K.A Mega Knight
Tornado
P.E.K.K.A Mega Knight
P.E.K.K.A
Tornado Bats Archers Goblin Gang Goblin Barrel
Mega Knight
Bats Archers Goblin Barrel Tornado

Defense Synergies 1 8

Bats
P.E.K.K.A Mega Knight
Archers
Goblin Gang Tornado P.E.K.K.A Mega Knight
Goblin Gang
Archers P.E.K.K.A
Rage
Goblin Barrel
Tornado
P.E.K.K.A Archers Mega Knight
P.E.K.K.A
Tornado Bats Archers Goblin Gang
Mega Knight
Bats Archers Tornado

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.

P.E.K.K.A Bats Goblin Gang Mega Knight
Goblin Gang Tornado P.E.K.K.A Mega Knight Bats Archers
P.E.K.K.A Bats Goblin Gang Mega Knight
Tornado P.E.K.K.A Mega Knight
Goblin Gang Tornado Bats Archers Mega Knight
Bats Tornado Archers Goblin Gang
P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Gang Tornado
Goblin Gang Tornado Archers Mega Knight
Bats Archers Goblin Gang Tornado Mega Knight
Bats Archers Goblin Gang Tornado
P.E.K.K.A Mega Knight Bats Goblin Gang
Mega Knight Bats Goblin Gang Tornado P.E.K.K.A
P.E.K.K.A Goblin Gang Mega Knight
Tornado Goblin Gang P.E.K.K.A Mega Knight
Mega Knight Bats Goblin Gang Tornado P.E.K.K.A
Mega Knight Bats Archers Goblin Gang Tornado
Tornado Bats Archers Mega Knight
P.E.K.K.A Tornado
Goblin Gang Mega Knight Bats Archers 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 Mega Knight Archers P.E.K.K.A
Archers Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats
Goblin Gang P.E.K.K.A Mega Knight Bats Tornado
P.E.K.K.A Goblin Gang Mega Knight
Bats Archers Goblin Gang Tornado
Goblin Gang P.E.K.K.A Bats Archers
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats Tornado
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Tornado
P.E.K.K.A Mega Knight Goblin Gang
Archers Mega Knight
Goblin Gang Bats Archers Tornado P.E.K.K.A
Bats Mega Knight Archers P.E.K.K.A

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.)

Tornado
Mega Knight
Bats Tornado
Archers Tornado
Tornado
Tornado
Bats Goblin Gang Tornado
Tornado
Archers Tornado
Mega Knight
Tornado
Bats
Archers Mega Knight
Tornado Mega Knight
Mega Knight
Tornado
Tornado
Tornado Mega Knight
Tornado
Tornado Mega Knight
Tornado
Bats Archers Tornado
Bats
Mega Knight
P.E.K.K.A Mega Knight
Bats Archers Goblin Gang
Archers Tornado
Goblin Gang Mega Knight
Tornado
P.E.K.K.A Mega Knight
Bats Goblin Gang Tornado
Bats Tornado
Tornado Mega Knight
P.E.K.K.A
Mega Knight

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