My Best Clash Royale Deck

Deck Check Rating

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

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 Baby Dragon

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 Knight Baby Dragon Dark Prince P.E.K.K.A

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 Barrel Dark Prince

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.

Knight Baby Dragon Dark Prince P.E.K.K.A

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 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 Barrel Skeleton Army Dark Prince
Giant Snowball
Bats Goblin Barrel Skeleton Army Baby Dragon
Zap
Bats Goblin Barrel Skeleton Army Dark Prince
Barbarian Barrel
Knight Goblin Barrel Skeleton Army Dark Prince
The Log
Goblin Barrel Skeleton Army Dark Prince
Earthquake
Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army
Royal Delivery
Bats Knight Goblin Barrel Skeleton Army Baby Dragon Dark Prince P.E.K.K.A
Fireball
Goblin Barrel Skeleton Army Baby Dragon
Poison
Bats Skeleton Army
Lightning
Knight Baby Dragon Dark Prince
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Dark Prince

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 Knight Skeleton Army Baby Dragon Dark Prince 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Goblin Barrel Skeleton Army Baby Dragon Dark Prince P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Knight Goblin Barrel

Attack Synergies 5 12

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
Knight Goblin Barrel Baby Dragon Dark Prince P.E.K.K.A
Arrows
P.E.K.K.A Knight Goblin Barrel Dark Prince
Knight
Bats Goblin Barrel Baby Dragon Arrows
Goblin Barrel
Knight Dark Prince Bats Arrows Skeleton Army Baby Dragon P.E.K.K.A
Skeleton Army
Goblin Barrel
Baby Dragon
Knight Bats Goblin Barrel Dark Prince P.E.K.K.A
Dark Prince
Goblin Barrel Bats Arrows Baby Dragon
P.E.K.K.A
Arrows Bats Goblin Barrel Baby Dragon

Defense Synergies 1 10

Bats
Knight Baby Dragon Dark Prince P.E.K.K.A
Arrows
Knight Dark Prince P.E.K.K.A
Knight
Bats Arrows Skeleton Army Baby Dragon
Goblin Barrel
Skeleton Army
Knight
Baby Dragon
Bats Knight Dark Prince P.E.K.K.A
Dark Prince
Bats Arrows Baby Dragon
P.E.K.K.A
Bats Arrows Baby Dragon

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.

Knight Baby Dragon
Skeleton Army P.E.K.K.A Bats Knight Dark Prince
Skeleton Army P.E.K.K.A Bats Knight Dark Prince
Skeleton Army P.E.K.K.A Bats Knight Dark Prince
Arrows Skeleton Army Dark Prince P.E.K.K.A
Arrows Skeleton Army Bats Baby Dragon Dark Prince
Bats Arrows Baby Dragon
Arrows Baby Dragon P.E.K.K.A
P.E.K.K.A Skeleton Army
Knight Skeleton Army Dark Prince
Bats Skeleton Army Arrows Knight Baby Dragon Dark Prince
Arrows Bats Baby Dragon
Skeleton Army P.E.K.K.A Bats Knight Dark Prince
Skeleton Army Bats Arrows Baby Dragon Dark Prince P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A
Bats Arrows Knight Skeleton Army Dark Prince P.E.K.K.A
Arrows Bats Knight Skeleton Army Baby Dragon Dark Prince
Arrows Baby Dragon Bats Knight Dark Prince
P.E.K.K.A
Skeleton Army Dark Prince Bats Arrows Knight Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Dark Prince P.E.K.K.A
Arrows Knight Baby Dragon
Skeleton Army P.E.K.K.A Bats Knight Dark Prince
Skeleton Army Dark Prince P.E.K.K.A Bats Knight
P.E.K.K.A Knight Skeleton Army Dark Prince
Arrows Bats Baby Dragon
Skeleton Army Dark Prince P.E.K.K.A Bats Knight
P.E.K.K.A Knight Skeleton Army Dark Prince
P.E.K.K.A Bats Knight Skeleton Army Baby Dragon Dark Prince
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Knight Dark Prince
Skeleton Army P.E.K.K.A Arrows Dark Prince
Skeleton Army Dark Prince P.E.K.K.A Knight
Skeleton Army Baby Dragon
Skeleton Army Bats Knight Baby Dragon Dark Prince P.E.K.K.A
Bats Arrows Baby Dragon Dark Prince P.E.K.K.A
Arrows
P.E.K.K.A
P.E.K.K.A Skeleton Army

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 Knight Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Knight Dark Prince
Arrows Baby Dragon Dark Prince
Arrows Bats Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats
Arrows Knight Dark Prince
Arrows Baby Dragon
Knight Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats
Arrows Baby Dragon Dark Prince
Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Baby Dragon Dark Prince
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Bats Arrows Baby Dragon
Bats
Arrows
Arrows
P.E.K.K.A
Arrows
Bats Skeleton Army Dark Prince
Arrows Baby Dragon
Arrows
Knight Baby Dragon Dark Prince
Arrows Baby Dragon
Arrows
Dark Prince P.E.K.K.A
Bats Baby Dragon
Bats
Baby Dragon Dark Prince
P.E.K.K.A

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