My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Giant Electro Wizard

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 Rune Giant Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Rune Giant 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 Rune Giant 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.

Mini P.E.K.K.A Electro Wizard

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 Guards
Giant Snowball
Bats Guards
Zap
Bats Guards Goblin Giant
Barbarian Barrel
Guards Electro Wizard
The Log
Mini P.E.K.K.A Guards
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Mini P.E.K.K.A Guards Electro Wizard
Fireball
Electro Wizard
Poison
Bats Guards Electro Wizard
Lightning
Mini P.E.K.K.A Electro Wizard
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.

Bats Arrows Mini P.E.K.K.A Rage Guards Rune Giant

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.

Electro Wizard

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 Arrows Guards Mini P.E.K.K.A Rune Giant Electro Wizard Goblin Giant

Shortest cycle

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

10 Bats Rage Arrows Guards

Attack Synergies 0 13

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
Mini P.E.K.K.A Rage Rune Giant Goblin Giant
Arrows
Mini P.E.K.K.A Goblin Giant
Mini P.E.K.K.A
Bats Arrows Rage Goblin Giant Electro Wizard
Rage
Bats Mini P.E.K.K.A Goblin Giant Electro Wizard
Guards
Rune Giant
Bats Electro Wizard
Goblin Giant
Bats Arrows Mini P.E.K.K.A Rage Electro Wizard
Electro Wizard
Mini P.E.K.K.A Rage Rune Giant Goblin Giant

Defense Synergies 1 7

Bats
Mini P.E.K.K.A Goblin Giant Electro Wizard
Arrows
Mini P.E.K.K.A
Mini P.E.K.K.A
Electro Wizard Bats Arrows Guards
Rage
Guards
Mini P.E.K.K.A Electro Wizard
Rune Giant
Goblin Giant
Bats Electro Wizard
Electro Wizard
Mini P.E.K.K.A Bats Guards Goblin Giant

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.

Goblin Giant Electro Wizard
Mini P.E.K.K.A Bats Electro Wizard
Mini P.E.K.K.A Bats Electro Wizard
Mini P.E.K.K.A Bats Guards Electro Wizard
Arrows Mini P.E.K.K.A
Arrows Bats Guards Electro Wizard
Bats Electro Wizard Arrows
Arrows Goblin Giant Electro Wizard
Mini P.E.K.K.A
Guards Mini P.E.K.K.A Electro Wizard
Bats Guards Electro Wizard Arrows Goblin Giant
Arrows Bats Electro Wizard
Mini P.E.K.K.A Bats Guards Electro Wizard
Bats Arrows Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Electro Wizard
Bats Arrows Mini P.E.K.K.A Electro Wizard
Arrows Bats Guards Electro Wizard
Arrows Bats Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard
Bats Arrows Mini P.E.K.K.A Guards Goblin Giant Electro Wizard
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Electro Wizard
Electro Wizard Arrows Mini P.E.K.K.A
Guards Bats Mini P.E.K.K.A Goblin Giant Electro Wizard
Mini P.E.K.K.A Guards Bats Goblin Giant Electro Wizard
Mini P.E.K.K.A Guards Goblin Giant
Arrows Bats Goblin Giant Electro Wizard
Mini P.E.K.K.A Guards Bats Goblin Giant Electro Wizard
Mini P.E.K.K.A Goblin Giant
Electro Wizard Bats Mini P.E.K.K.A
Guards Goblin Giant
Bats Mini P.E.K.K.A Guards
Arrows Guards Goblin Giant Electro Wizard
Mini P.E.K.K.A Guards Goblin Giant
Guards Electro Wizard Bats Mini P.E.K.K.A Goblin Giant
Bats Arrows Mini P.E.K.K.A Electro Wizard
Arrows Electro Wizard

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 Guards
Arrows Electro Wizard
Arrows Goblin Giant
Arrows Guards
Arrows
Arrows Bats Goblin Giant
Arrows
Arrows
Arrows
Bats Mini P.E.K.K.A Guards Electro Wizard
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats Guards
Mini P.E.K.K.A
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Bats Guards
Arrows Electro Wizard
Arrows
Mini P.E.K.K.A Electro Wizard
Arrows
Arrows
Bats Guards Electro Wizard
Bats Electro Wizard
Goblin Giant Electro Wizard

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