My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Goblin Gang Princess

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 Archers Elixir Collector P.E.K.K.A Princess Mega Knight

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.

Missing

Punishments

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

Goblin Gang Princess Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblin Gang P.E.K.K.A Princess Mega Knight

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 Goblin Gang
Giant Snowball
Bats Archers Goblin Gang Princess
Zap
Bats Archers Goblin Gang Princess
Barbarian Barrel
Archers Goblin Gang Princess
The Log
Archers Goblin Gang Princess
Earthquake
Archers Goblin Gang Elixir Collector
Arrows
Bats Archers Goblin Gang Princess
Royal Delivery
Bats Archers Goblin Gang P.E.K.K.A Princess
Fireball
Archers Goblin Gang Elixir Collector Princess
Poison
Bats Archers Goblin Gang Elixir Collector Princess
Lightning
Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Princess

Against ground swarms

Spells and units that can counter ground swarms.

Princess Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Collector P.E.K.K.A Princess Mega Knight

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.

Princess

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

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.

Mirror Bats Archers Goblin Gang Princess Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

8 Mirror Bats Archers Goblin Gang

Attack Synergies 1 9

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
Mega Knight P.E.K.K.A
Archers
P.E.K.K.A Mega Knight
Goblin Gang
Mirror P.E.K.K.A Princess
Elixir Collector
Mirror
Goblin Gang Princess
P.E.K.K.A
Bats Archers Goblin Gang Princess
Princess
Goblin Gang Mirror P.E.K.K.A Mega Knight
Mega Knight
Bats Archers Princess

Defense Synergies 0 12

Bats
P.E.K.K.A Mega Knight
Archers
Goblin Gang P.E.K.K.A Mega Knight
Goblin Gang
Archers Mirror P.E.K.K.A Princess
Elixir Collector
Mirror
Goblin Gang Princess Mega Knight
P.E.K.K.A
Bats Archers Goblin Gang Princess
Princess
Goblin Gang Mirror P.E.K.K.A Mega Knight
Mega Knight
Bats Archers Mirror Princess

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.

P.E.K.K.A Bats Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats Archers
P.E.K.K.A Bats Goblin Gang Mega Knight
P.E.K.K.A Princess Mega Knight
Goblin Gang Bats Archers Mega Knight
Bats Archers Goblin Gang Princess
P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Gang Princess
Goblin Gang Archers Mega Knight
Bats Archers Goblin Gang Princess Mega Knight
Bats Archers Goblin Gang Princess
P.E.K.K.A Mega Knight Bats Goblin Gang
Mega Knight Bats Goblin Gang P.E.K.K.A Princess
P.E.K.K.A Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Mega Knight
Mega Knight Bats Goblin Gang P.E.K.K.A
Mega Knight Bats Archers Goblin Gang
Bats Archers Princess Mega Knight
P.E.K.K.A
Goblin Gang Mega Knight Bats Archers 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 Mega Knight Archers P.E.K.K.A
Archers Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats
Goblin Gang P.E.K.K.A Mega Knight Bats
P.E.K.K.A Goblin Gang Mega Knight
Bats Archers Goblin Gang Princess
Goblin Gang P.E.K.K.A Bats Archers
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Goblin Gang
Archers Princess Mega Knight
Goblin Gang Bats Archers P.E.K.K.A
Bats Mega Knight Archers P.E.K.K.A Princess

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.)

Princess
Princess
Mega Knight
Bats Princess
Archers Princess
Princess
Bats Goblin Gang
Princess
Archers Princess
Princess
Princess
Princess
Princess
Princess Mega Knight
Bats
Archers Princess Mega Knight
Princess Mega Knight
Mega Knight
Princess
Princess Mega Knight
Princess
Princess Mega Knight
Bats Archers Princess
Bats
Mega Knight
Princess
P.E.K.K.A Mega Knight
Princess
Bats Archers Goblin Gang Princess
Archers Princess
Goblin Gang Princess Mega Knight
Princess
P.E.K.K.A Mega Knight
Bats Goblin Gang Princess
Bats Princess
Princess Mega Knight
P.E.K.K.A
Mega Knight

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