My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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.

Bats Goblin Gang 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.

Bats Wizard Prince P.E.K.K.A Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang 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 Prince P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard 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.

Bats Arrows Prince 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.

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 Zap Arrows Goblin Gang Magic Archer Wizard Prince P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Goblin Gang

Attack Synergies 5 10

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
Zap Prince P.E.K.K.A
Zap
Arrows Prince P.E.K.K.A Bats Magic Archer
Arrows
Zap P.E.K.K.A Prince
Goblin Gang
Prince P.E.K.K.A
Wizard
Prince P.E.K.K.A
Prince
Zap Bats Arrows Goblin Gang Wizard Magic Archer
P.E.K.K.A
Zap Arrows Magic Archer Bats Goblin Gang Wizard
Magic Archer
P.E.K.K.A Zap Prince

Defense Synergies 0 16

Bats
Zap Prince P.E.K.K.A
Zap
Bats Arrows Goblin Gang Prince P.E.K.K.A Magic Archer
Arrows
Zap Prince P.E.K.K.A
Goblin Gang
Zap Prince P.E.K.K.A Magic Archer
Wizard
Prince P.E.K.K.A
Prince
Bats Zap Arrows Goblin Gang Wizard Magic Archer
P.E.K.K.A
Bats Zap Arrows Goblin Gang Wizard
Magic Archer
Zap Goblin Gang 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.

Zap Wizard Magic Archer
P.E.K.K.A Bats Zap Goblin Gang Prince
Goblin Gang Prince P.E.K.K.A Bats
Prince P.E.K.K.A Bats Goblin Gang
Arrows Prince P.E.K.K.A
Arrows Goblin Gang Bats Zap Magic Archer
Bats Zap Arrows Goblin Gang Wizard Magic Archer
Zap Arrows P.E.K.K.A Magic Archer
P.E.K.K.A Goblin Gang Prince
Goblin Gang Prince
Bats Goblin Gang Zap Arrows Wizard Magic Archer
Arrows Bats Zap Goblin Gang Wizard Magic Archer
Prince P.E.K.K.A Bats Zap Goblin Gang Wizard
Wizard Bats Zap Arrows Goblin Gang Prince P.E.K.K.A Magic Archer
P.E.K.K.A Goblin Gang Prince
Zap Goblin Gang Prince P.E.K.K.A
Wizard Bats Arrows Goblin Gang Prince P.E.K.K.A
Arrows Bats Zap Goblin Gang Wizard Prince Magic Archer
Zap Arrows Wizard Bats Magic Archer
P.E.K.K.A Prince
Goblin Gang Wizard Bats Arrows Prince P.E.K.K.A
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 Zap Prince P.E.K.K.A
Zap Arrows Goblin Gang Wizard Prince Magic Archer
Goblin Gang P.E.K.K.A Bats Zap Prince
Goblin Gang Prince P.E.K.K.A Bats Zap
P.E.K.K.A Goblin Gang Prince
Arrows Wizard Bats Zap Goblin Gang Magic Archer
Goblin Gang Prince P.E.K.K.A Bats
P.E.K.K.A Prince
Zap P.E.K.K.A Bats Prince Magic Archer
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Prince
P.E.K.K.A Zap Arrows Prince
Prince P.E.K.K.A Goblin Gang Wizard
Wizard Magic Archer
Goblin Gang Bats Zap Prince P.E.K.K.A Magic Archer
Bats Arrows Zap Wizard P.E.K.K.A Magic Archer
Zap 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.)

Magic Archer Arrows
Arrows Zap Magic Archer
Arrows Magic Archer
Arrows Prince
Wizard Zap Arrows Magic Archer
Arrows Wizard Bats Zap Magic Archer
Arrows Wizard Magic Archer
Arrows Zap Wizard Magic Archer
Arrows Zap Wizard
Bats Goblin Gang Prince
Zap Arrows Wizard Prince Magic Archer
Zap Arrows Wizard Magic Archer
Magic Archer
Arrows Magic Archer
Zap Arrows Prince Magic Archer
Zap Arrows Wizard Magic Archer
Magic Archer Arrows Wizard
Arrows
Bats
Zap Arrows Wizard Prince Magic Archer
Zap Arrows Wizard Magic Archer
Prince Magic Archer
Arrows Wizard
Prince
Zap Arrows
Zap Arrows Wizard Magic Archer
Arrows Zap Wizard Magic Archer
Zap Arrows Wizard Prince Magic Archer
Zap Arrows Magic Archer
Bats Zap Arrows Wizard Magic Archer
Zap Bats Wizard
Zap Arrows Wizard Magic Archer
Zap Arrows Magic Archer
P.E.K.K.A Prince
Arrows Wizard Magic Archer
Zap Bats Goblin Gang Prince Magic Archer
Zap Arrows Wizard Magic Archer
Arrows
Goblin Gang Wizard Prince Magic Archer
Arrows Zap Wizard Magic Archer
Zap Arrows
Prince P.E.K.K.A
Zap Bats Goblin Gang Magic Archer
Bats Zap Magic Archer
Zap Prince Magic Archer
Prince P.E.K.K.A
Wizard

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