My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Goblin Gang Wizard Hunter

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 Battle Ram Wizard Dark Prince Hunter

Offensive cards

Win conditions

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

Battle Ram

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 Mini P.E.K.K.A Battle Ram Dark Prince

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.

Goblin Gang Mini P.E.K.K.A Battle Ram Dark Prince

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 Dark Prince

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 Goblin Gang Battle Ram Dark Prince
Giant Snowball
Bats Goblin Gang Battle Ram
Zap
Bats Goblin Gang Battle Ram Dark Prince
Barbarian Barrel
Goblin Gang Battle Ram Wizard Dark Prince Hunter
The Log
Goblin Gang Mini P.E.K.K.A Battle Ram Dark Prince Hunter
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Mini P.E.K.K.A Battle Ram Wizard Dark Prince Hunter
Fireball
Goblin Gang Battle Ram Wizard Hunter
Poison
Bats Goblin Gang Wizard Hunter
Lightning
Mini P.E.K.K.A Battle Ram Wizard Dark Prince Hunter
Rocket
Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince Hunter

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 Battle Ram Dark Prince

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Mini P.E.K.K.A Battle Ram Dark Prince Hunter Wizard

Shortest cycle

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

12 Bats Arrows Goblin Gang Mini P.E.K.K.A

Attack Synergies 0 14

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 Battle Ram Dark Prince
Arrows
Mini P.E.K.K.A Battle Ram Dark Prince
Goblin Gang
Mini P.E.K.K.A Battle Ram Dark Prince
Mini P.E.K.K.A
Bats Arrows Goblin Gang Wizard Dark Prince Hunter
Battle Ram
Bats Arrows Goblin Gang Hunter
Wizard
Mini P.E.K.K.A Dark Prince
Dark Prince
Bats Arrows Goblin Gang Mini P.E.K.K.A Wizard
Hunter
Mini P.E.K.K.A Battle Ram

Defense Synergies 0 11

Bats
Mini P.E.K.K.A Dark Prince Hunter
Arrows
Mini P.E.K.K.A Dark Prince
Goblin Gang
Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A
Bats Arrows Goblin Gang Wizard Hunter
Battle Ram
Wizard
Mini P.E.K.K.A Dark Prince
Dark Prince
Bats Arrows Goblin Gang Wizard Hunter
Hunter
Bats Mini P.E.K.K.A Dark Prince

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.

Wizard
Mini P.E.K.K.A Hunter Bats Goblin Gang Dark Prince
Goblin Gang Mini P.E.K.K.A Hunter Bats Dark Prince
Mini P.E.K.K.A Hunter Bats Goblin Gang Dark Prince
Arrows Mini P.E.K.K.A Dark Prince
Arrows Goblin Gang Bats Dark Prince Hunter
Bats Hunter Arrows Goblin Gang Wizard
Arrows
Mini P.E.K.K.A Hunter Goblin Gang
Goblin Gang Mini P.E.K.K.A Dark Prince Hunter
Bats Goblin Gang Arrows Wizard Dark Prince Hunter
Arrows Hunter Bats Goblin Gang Wizard
Mini P.E.K.K.A Hunter Bats Goblin Gang Wizard Dark Prince
Wizard Bats Arrows Goblin Gang Mini P.E.K.K.A Dark Prince Hunter
Mini P.E.K.K.A Goblin Gang Hunter
Goblin Gang Mini P.E.K.K.A Hunter
Wizard Bats Arrows Goblin Gang Mini P.E.K.K.A Dark Prince Hunter
Arrows Bats Goblin Gang Wizard Dark Prince Hunter
Arrows Wizard Hunter Bats Dark Prince
Mini P.E.K.K.A Hunter
Goblin Gang Wizard Dark Prince Bats Arrows Mini P.E.K.K.A Hunter

Counters to secondary win conditions

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

Goblin Gang Mini P.E.K.K.A Dark Prince
Arrows Goblin Gang Mini P.E.K.K.A Wizard Hunter
Goblin Gang Bats Mini P.E.K.K.A Dark Prince Hunter
Goblin Gang Mini P.E.K.K.A Dark Prince Hunter Bats
Goblin Gang Mini P.E.K.K.A Dark Prince Hunter
Arrows Wizard Bats Goblin Gang Hunter
Goblin Gang Mini P.E.K.K.A Dark Prince Bats Hunter
Mini P.E.K.K.A Dark Prince Hunter
Bats Mini P.E.K.K.A Dark Prince
Goblin Gang
Bats Mini P.E.K.K.A Dark Prince Hunter
Arrows Dark Prince
Mini P.E.K.K.A Dark Prince Goblin Gang Wizard Hunter
Wizard
Goblin Gang Bats Mini P.E.K.K.A Dark Prince Hunter
Bats Arrows Mini P.E.K.K.A Wizard Dark Prince Hunter
Arrows

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
Arrows
Arrows
Arrows Dark Prince
Wizard Arrows Dark Prince
Arrows Wizard Bats Hunter
Arrows Wizard
Arrows Wizard Hunter
Arrows Wizard
Bats Goblin Gang Mini P.E.K.K.A
Arrows Wizard Dark Prince
Arrows Wizard
Hunter
Arrows
Arrows
Arrows Wizard Hunter
Arrows Wizard
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Dark Prince Hunter
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Dark Prince Hunter
Arrows Wizard Hunter
Arrows Wizard
Arrows
Bats Arrows Wizard Hunter
Bats Wizard
Mini P.E.K.K.A
Arrows Wizard Hunter
Arrows
Arrows Wizard
Bats Goblin Gang Dark Prince
Arrows Wizard Hunter
Arrows
Goblin Gang Mini P.E.K.K.A Wizard Dark Prince Hunter
Arrows Wizard
Arrows
Dark Prince
Bats Goblin Gang
Bats
Dark Prince
Wizard

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