My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

Defensive buildings

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

Tombstone Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tombstone Battle Ram

Offensive cards

Win conditions

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

Battle Ram Hog Rider Goblin Barrel

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.

Mini P.E.K.K.A Battle Ram Hog Rider Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Mini P.E.K.K.A Battle Ram 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 Goblin Barrel

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 Battle Ram Hog Rider Goblin Barrel
Giant Snowball
Goblins Bats Tombstone Battle Ram Hog Rider Goblin Barrel
Zap
Goblins Bats Tombstone Battle Ram Goblin Barrel
Barbarian Barrel
Goblins Tombstone Battle Ram Bomb Tower Goblin Barrel
The Log
Goblins Tombstone Mini P.E.K.K.A Battle Ram Hog Rider Goblin Barrel
Earthquake
Tombstone Bomb Tower Hog Rider Goblin Barrel
Arrows
Goblins Bats Tombstone Goblin Barrel
Royal Delivery
Goblins Bats Mini P.E.K.K.A Battle Ram Hog Rider Goblin Barrel
Fireball
Tombstone Battle Ram Bomb Tower Hog Rider Goblin Barrel
Poison
Bats Tombstone Bomb Tower
Lightning
Tombstone Mini P.E.K.K.A Battle Ram Bomb Tower
Rocket
Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower

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 Tombstone Mini P.E.K.K.A Battle Ram

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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.

Goblins Goblin Barrel

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.

Goblins Bats Tombstone Goblin Barrel Mini P.E.K.K.A Battle Ram Bomb Tower Hog Rider

Shortest cycle

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

10 Goblins Bats Tombstone Goblin Barrel

Attack Synergies 2 7

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.

Goblins
Hog Rider Battle Ram
Bats
Hog Rider Mini P.E.K.K.A Battle Ram Goblin Barrel
Tombstone
Mini P.E.K.K.A
Bats Hog Rider
Battle Ram
Goblins Bats Goblin Barrel
Bomb Tower
Hog Rider
Goblins Bats Mini P.E.K.K.A Goblin Barrel
Goblin Barrel
Bats Battle Ram Hog Rider

Defense Synergies 0 4

Goblins
Tombstone
Bats
Mini P.E.K.K.A Bomb Tower
Tombstone
Goblins
Mini P.E.K.K.A
Bats Bomb Tower
Battle Ram
Bomb Tower
Bats Mini P.E.K.K.A
Hog Rider
Goblin Barrel

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.

Tombstone
Mini P.E.K.K.A Bomb Tower Goblins Bats Tombstone
Mini P.E.K.K.A Bomb Tower Goblins Bats Tombstone
Mini P.E.K.K.A Bomb Tower Goblins Bats Tombstone
Tombstone Mini P.E.K.K.A Bomb Tower
Goblins Bats Bomb Tower
Bats Tombstone Bomb Tower
Bomb Tower
Mini P.E.K.K.A Goblins Tombstone Bomb Tower
Goblins Mini P.E.K.K.A
Goblins Bats Tombstone Bomb Tower
Bats
Tombstone Mini P.E.K.K.A Bomb Tower Bats
Bomb Tower Goblins Bats Tombstone Mini P.E.K.K.A
Mini P.E.K.K.A Tombstone Bomb Tower
Bomb Tower Mini P.E.K.K.A
Bomb Tower Goblins Bats Tombstone Mini P.E.K.K.A
Tombstone Bomb Tower Goblins Bats
Bomb Tower Bats Tombstone
Mini P.E.K.K.A Bomb Tower
Goblins Bats Mini P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Mini P.E.K.K.A Goblins Tombstone
Mini P.E.K.K.A Bomb Tower
Tombstone Goblins Bats Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A Bats
Tombstone Mini P.E.K.K.A
Bats Bomb Tower
Mini P.E.K.K.A Goblins Bats Tombstone Bomb Tower
Mini P.E.K.K.A Bomb Tower
Goblins Bats Tombstone Mini P.E.K.K.A Bomb Tower
Tombstone
Bats Tombstone Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A Tombstone Bomb Tower
Bomb Tower
Tombstone Goblins Bats Mini P.E.K.K.A Bomb Tower
Bats Mini P.E.K.K.A Bomb Tower
Tombstone Bomb Tower

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.)

Bats
Goblins Bats Mini P.E.K.K.A
Bats Mini P.E.K.K.A
Mini P.E.K.K.A
Bats
Bats
Mini P.E.K.K.A
Bats Tombstone
Mini P.E.K.K.A
Bats
Bats

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