My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Three Musketeers Electro Wizard Magic Archer

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.

Spear Goblins Bats Giant Three Musketeers Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

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

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 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.

Spear Goblins Mini P.E.K.K.A Giant Magic Archer

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 Magic Archer

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 Giant Three Musketeers
Giant Snowball
Spear Goblins Bats Three Musketeers
Zap
Spear Goblins Bats Three Musketeers
Barbarian Barrel
Spear Goblins Three Musketeers Electro Wizard Magic Archer
The Log
Spear Goblins Mini P.E.K.K.A Three Musketeers
Earthquake
Spear Goblins
Arrows
Spear Goblins Bats
Royal Delivery
Spear Goblins Bats Mini P.E.K.K.A Three Musketeers Electro Wizard Magic Archer
Fireball
Three Musketeers Electro Wizard Magic Archer
Poison
Spear Goblins Bats Three Musketeers Electro Wizard Magic Archer
Lightning
Mini P.E.K.K.A Three Musketeers Electro Wizard Magic Archer
Rocket
Three Musketeers Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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 Mini P.E.K.K.A Rage

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.

Three Musketeers 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Rage Mini P.E.K.K.A Electro Wizard Magic Archer Giant Three Musketeers

Shortest cycle

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

10 Spear Goblins Bats Rage Mini P.E.K.K.A

Attack Synergies 3 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.

Spear Goblins
Mini P.E.K.K.A Giant
Bats
Giant Mini P.E.K.K.A Rage
Mini P.E.K.K.A
Giant Spear Goblins Bats Rage Electro Wizard Magic Archer
Giant
Bats Mini P.E.K.K.A Rage Spear Goblins Three Musketeers Electro Wizard Magic Archer
Three Musketeers
Giant Rage
Rage
Giant Bats Mini P.E.K.K.A Three Musketeers Electro Wizard
Electro Wizard
Mini P.E.K.K.A Giant Rage Magic Archer
Magic Archer
Mini P.E.K.K.A Giant Electro Wizard

Defense Synergies 1 7

Spear Goblins
Bats Mini P.E.K.K.A Electro Wizard
Bats
Spear Goblins Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Electro Wizard Spear Goblins Bats Magic Archer
Giant
Three Musketeers
Rage
Electro Wizard
Mini P.E.K.K.A Spear Goblins Bats Magic Archer
Magic Archer
Mini P.E.K.K.A Electro Wizard

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 Electro Wizard Magic Archer
Mini P.E.K.K.A Bats Three Musketeers Electro Wizard
Mini P.E.K.K.A Three Musketeers Bats Electro Wizard
Mini P.E.K.K.A Three Musketeers Bats Electro Wizard
Mini P.E.K.K.A
Spear Goblins Bats Electro Wizard Magic Archer
Bats Three Musketeers Electro Wizard Spear Goblins Magic Archer
Electro Wizard Magic Archer
Mini P.E.K.K.A Three Musketeers
Spear Goblins Mini P.E.K.K.A Electro Wizard
Bats Electro Wizard Spear Goblins Magic Archer
Three Musketeers Spear Goblins Bats Electro Wizard Magic Archer
Mini P.E.K.K.A Bats Three Musketeers Electro Wizard
Three Musketeers Bats Mini P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A Three Musketeers Electro Wizard
Mini P.E.K.K.A Three Musketeers Electro Wizard
Three Musketeers Bats Mini P.E.K.K.A Electro Wizard
Spear Goblins Bats Three Musketeers Electro Wizard Magic Archer
Spear Goblins Bats Electro Wizard Magic Archer
Mini P.E.K.K.A Three Musketeers Electro Wizard
Spear Goblins Bats Mini P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Spear Goblins Electro Wizard
Electro Wizard Mini P.E.K.K.A Magic Archer
Spear Goblins Bats Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Bats Electro Wizard
Mini P.E.K.K.A Three Musketeers
Bats Three Musketeers Electro Wizard Magic Archer
Mini P.E.K.K.A Spear Goblins Bats Electro Wizard
Mini P.E.K.K.A
Electro Wizard Spear Goblins Bats Mini P.E.K.K.A Magic Archer
Three Musketeers
Bats Mini P.E.K.K.A
Electro Wizard
Mini P.E.K.K.A Three Musketeers
Three Musketeers Magic Archer
Electro Wizard Spear Goblins Bats Mini P.E.K.K.A Three Musketeers Magic Archer
Bats Mini P.E.K.K.A Electro Wizard Magic Archer

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.)

Magic Archer
Electro Wizard Magic Archer
Magic Archer
Magic Archer
Spear Goblins Bats Magic Archer
Magic Archer
Magic Archer
Bats Mini P.E.K.K.A Three Musketeers Electro Wizard
Electro Wizard Magic Archer
Magic Archer
Three Musketeers Magic Archer
Magic Archer
Magic Archer
Spear Goblins Three Musketeers Magic Archer
Magic Archer Three Musketeers
Three Musketeers
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Three Musketeers Electro Wizard Magic Archer
Magic Archer
Magic Archer
Magic Archer
Electro Wizard Magic Archer
Magic Archer
Magic Archer
Bats Electro Wizard Magic Archer
Electro Wizard Bats
Mini P.E.K.K.A
Magic Archer
Electro Wizard Magic Archer
Magic Archer
Electro Wizard Spear Goblins Bats Magic Archer
Three Musketeers Electro Wizard Magic Archer
Mini P.E.K.K.A Three Musketeers Electro Wizard Magic Archer
Magic Archer
Three Musketeers
Bats Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
Electro Wizard Magic Archer

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