My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Goblinstein

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Archers Tesla Wizard

Defensive buildings

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

Tesla

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 Tesla Elixir Golem Wizard

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

Damage spells

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

Missing

Punishments

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

Elixir Golem Mini P.E.K.K.A Hog Rider

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.

Barbarians Elixir Golem Mini P.E.K.K.A Hog Rider

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 Hog Rider

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 Elixir Golem Hog Rider
Giant Snowball
Bats Archers Barbarians Hog Rider
Zap
Bats Archers
Barbarian Barrel
Archers Tesla Barbarians Elixir Golem Wizard
The Log
Archers Barbarians Elixir Golem Mini P.E.K.K.A Hog Rider
Earthquake
Archers Tesla Barbarians Elixir Golem Hog Rider
Arrows
Bats Archers
Royal Delivery
Bats Archers Barbarians Elixir Golem Mini P.E.K.K.A Hog Rider Wizard
Fireball
Archers Tesla Barbarians Elixir Golem Hog Rider Wizard
Poison
Bats Archers Barbarians Elixir Golem Wizard
Lightning
Tesla Mini P.E.K.K.A Wizard
Rocket
Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Elixir Golem Mini 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.

Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Elixir Golem Tesla Mini P.E.K.K.A Hog Rider Barbarians Wizard

Shortest cycle

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

12 Bats Archers Elixir Golem Tesla

Attack Synergies 1 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
Hog Rider Elixir Golem Mini P.E.K.K.A
Archers
Elixir Golem Mini P.E.K.K.A Hog Rider
Tesla
Barbarians
Hog Rider
Elixir Golem
Bats Archers Mini P.E.K.K.A Hog Rider Wizard
Mini P.E.K.K.A
Bats Archers Elixir Golem Hog Rider Wizard
Hog Rider
Bats Archers Barbarians Elixir Golem Mini P.E.K.K.A Wizard
Wizard
Elixir Golem Mini P.E.K.K.A Hog Rider

Defense Synergies 0 7

Bats
Tesla Mini P.E.K.K.A
Archers
Tesla Mini P.E.K.K.A
Tesla
Bats Archers Mini P.E.K.K.A Wizard
Barbarians
Elixir Golem
Mini P.E.K.K.A
Bats Archers Tesla Wizard
Hog Rider
Wizard
Tesla Mini P.E.K.K.A

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.

Tesla Wizard
Barbarians Mini P.E.K.K.A Bats Tesla
Tesla Barbarians Mini P.E.K.K.A Bats Archers
Tesla Barbarians Mini P.E.K.K.A Bats
Barbarians Mini P.E.K.K.A
Bats Archers Tesla
Bats Tesla Archers Wizard
Tesla Barbarians
Tesla Barbarians Mini P.E.K.K.A
Archers Tesla Barbarians Mini P.E.K.K.A
Bats Archers Barbarians Tesla Wizard
Tesla Bats Archers Wizard
Tesla Barbarians Mini P.E.K.K.A Bats Wizard
Wizard Bats Tesla Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Tesla
Barbarians Tesla Mini P.E.K.K.A
Tesla Barbarians Wizard Bats Mini P.E.K.K.A
Tesla Bats Archers Barbarians Wizard
Wizard Bats Archers Tesla Barbarians
Barbarians Mini P.E.K.K.A Tesla
Wizard Bats Archers Tesla Barbarians Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Archers Tesla
Archers Tesla Mini P.E.K.K.A Wizard
Barbarians Bats Mini P.E.K.K.A
Mini P.E.K.K.A Bats Tesla Barbarians
Barbarians Tesla Mini P.E.K.K.A
Wizard Bats Archers Tesla
Mini P.E.K.K.A Bats Archers Tesla Barbarians
Mini P.E.K.K.A Tesla Barbarians
Bats Barbarians Mini P.E.K.K.A
Tesla Barbarians
Bats Tesla Barbarians Mini P.E.K.K.A
Barbarians
Barbarians Mini P.E.K.K.A Tesla Wizard
Wizard Archers Tesla Barbarians
Tesla Barbarians Bats Archers Mini P.E.K.K.A
Bats Archers Tesla Barbarians Mini P.E.K.K.A 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.)

Barbarians
Wizard
Wizard Bats
Archers Wizard
Wizard
Wizard
Bats Mini P.E.K.K.A
Wizard
Archers Wizard
Wizard
Wizard
Bats Mini P.E.K.K.A
Archers Mini P.E.K.K.A Wizard
Wizard
Wizard
Barbarians
Wizard
Wizard
Wizard
Bats Archers Wizard
Bats Wizard
Mini P.E.K.K.A
Wizard
Wizard
Bats Archers Barbarians
Archers Wizard
Mini P.E.K.K.A Wizard
Wizard
Bats
Bats
Wizard

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