My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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 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 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 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.

Goblin Barrel

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 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.

Goblin Gang 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Magic Archer

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 Arrows Skeleton Army P.E.K.K.A

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 Skeleton Army

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 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.

Mediocre

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 Goblin Barrel Skeleton Army Magic Archer Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Goblin Gang Goblin Barrel

Attack Synergies 3 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.

Bats
Goblin Barrel P.E.K.K.A
Arrows
P.E.K.K.A Goblin Barrel
Goblin Gang
Goblin Barrel P.E.K.K.A
Wizard
P.E.K.K.A
Goblin Barrel
Goblin Gang Bats Arrows Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
P.E.K.K.A
Arrows Magic Archer Bats Goblin Gang Wizard Goblin Barrel
Magic Archer
P.E.K.K.A

Defense Synergies 0 8

Bats
P.E.K.K.A
Arrows
P.E.K.K.A
Goblin Gang
Skeleton Army P.E.K.K.A Magic Archer
Wizard
Skeleton Army P.E.K.K.A
Goblin Barrel
Skeleton Army
Goblin Gang Wizard Magic Archer
P.E.K.K.A
Bats Arrows Goblin Gang Wizard
Magic Archer
Goblin Gang Skeleton Army

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 Magic Archer
Skeleton Army P.E.K.K.A Bats Goblin Gang
Goblin Gang Skeleton Army P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Bats Goblin Gang
Arrows Skeleton Army P.E.K.K.A
Arrows Goblin Gang Skeleton Army Bats Magic Archer
Bats Arrows Goblin Gang Wizard Magic Archer
Arrows P.E.K.K.A Magic Archer
P.E.K.K.A Goblin Gang Skeleton Army
Goblin Gang Skeleton Army
Bats Goblin Gang Skeleton Army Arrows Wizard Magic Archer
Arrows Bats Goblin Gang Wizard Magic Archer
Skeleton Army P.E.K.K.A Bats Goblin Gang Wizard
Wizard Skeleton Army Bats Arrows Goblin Gang P.E.K.K.A Magic Archer
Skeleton Army P.E.K.K.A Goblin Gang
Skeleton Army Goblin Gang P.E.K.K.A
Wizard Bats Arrows Goblin Gang Skeleton Army P.E.K.K.A
Arrows Bats Goblin Gang Wizard Skeleton Army Magic Archer
Arrows Wizard Bats Magic Archer
P.E.K.K.A
Goblin Gang Wizard Skeleton Army Bats Arrows 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 Skeleton Army P.E.K.K.A
Arrows Goblin Gang Wizard Magic Archer
Goblin Gang Skeleton Army P.E.K.K.A Bats
Goblin Gang Skeleton Army P.E.K.K.A Bats
P.E.K.K.A Goblin Gang Skeleton Army
Arrows Wizard Bats Goblin Gang Magic Archer
Goblin Gang Skeleton Army P.E.K.K.A Bats
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Skeleton Army Magic Archer
P.E.K.K.A Goblin Gang Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Goblin Gang Wizard
Wizard Skeleton Army Magic Archer
Goblin Gang Skeleton Army Bats P.E.K.K.A Magic Archer
Bats Arrows Wizard P.E.K.K.A Magic Archer
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 Magic Archer
Arrows Magic Archer
Arrows
Wizard Arrows Magic Archer
Arrows Wizard Bats Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard
Bats Goblin Gang
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Wizard Magic Archer
Magic Archer Arrows Wizard
Arrows
Bats
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Magic Archer
Arrows Wizard
Arrows
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows Magic Archer
Bats Arrows Wizard Magic Archer
Bats Wizard
Arrows Wizard Magic Archer
Arrows Magic Archer
P.E.K.K.A
Arrows Wizard Magic Archer
Bats Goblin Gang Skeleton Army Magic Archer
Arrows Wizard Magic Archer
Arrows
Goblin Gang Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows
P.E.K.K.A
Bats Goblin Gang Magic Archer
Bats Magic Archer
Magic Archer
P.E.K.K.A
Wizard

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