My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
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 Minions Goblin Gang

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 Elixir Golem P.E.K.K.A Bandit Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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 Elixir Golem Bandit Mega Knight

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 Elixir Golem P.E.K.K.A Bandit Mega Knight

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.

Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mega Knight

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 Elixir Golem P.E.K.K.A Mega Knight

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Minions Goblin Gang Elixir Golem Bandit P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bats Arrows Minions Goblin Gang

Attack Synergies 3 15

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 Minions Elixir Golem P.E.K.K.A Bandit
Arrows
P.E.K.K.A Elixir Golem Bandit Mega Knight
Minions
Mega Knight Bats Elixir Golem P.E.K.K.A Bandit
Goblin Gang
Elixir Golem P.E.K.K.A Bandit
Elixir Golem
Bats Arrows Minions Goblin Gang Bandit
P.E.K.K.A
Arrows Bats Minions Goblin Gang
Bandit
Bats Arrows Minions Goblin Gang Elixir Golem Mega Knight
Mega Knight
Bats Minions Arrows Bandit

Defense Synergies 1 12

Bats
Minions P.E.K.K.A Bandit Mega Knight
Arrows
Mega Knight P.E.K.K.A Bandit
Minions
Bats P.E.K.K.A Bandit Mega Knight
Goblin Gang
P.E.K.K.A Bandit
Elixir Golem
P.E.K.K.A
Bats Arrows Minions Goblin Gang
Bandit
Bats Arrows Minions Goblin Gang Mega Knight
Mega Knight
Arrows Bats Minions Bandit

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.

Minions
P.E.K.K.A Bats Minions Goblin Gang Bandit Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats Minions Bandit
P.E.K.K.A Bats Minions Goblin Gang Bandit Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Goblin Gang Bats Minions Bandit Mega Knight
Bats Minions Arrows Goblin Gang
Arrows P.E.K.K.A Bandit Mega Knight
P.E.K.K.A Minions Goblin Gang
Goblin Gang Bandit Mega Knight
Bats Minions Goblin Gang Arrows Bandit Mega Knight
Arrows Minions Bats Goblin Gang
P.E.K.K.A Mega Knight Bats Minions Goblin Gang Bandit
Mega Knight Bats Arrows Minions Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang Bandit Mega Knight
Goblin Gang P.E.K.K.A Bandit Mega Knight
Mega Knight Bats Arrows Minions Goblin Gang P.E.K.K.A
Arrows Mega Knight Bats Minions Goblin Gang Bandit
Arrows Bats Minions Bandit Mega Knight
P.E.K.K.A
Goblin Gang Mega Knight Bats Arrows Minions P.E.K.K.A Bandit

Counters to secondary win conditions

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

Goblin Gang Mega Knight P.E.K.K.A Bandit
Bandit Arrows Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Bandit Mega Knight Bats Minions
Goblin Gang P.E.K.K.A Mega Knight Bats Bandit
P.E.K.K.A Goblin Gang Bandit Mega Knight
Arrows Bats Minions Goblin Gang
Goblin Gang P.E.K.K.A Bats Minions Bandit
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats Minions Bandit
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Bats Minions
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Goblin Gang Bandit
Mega Knight
Goblin Gang Bats Minions P.E.K.K.A
Bats Arrows Minions Mega Knight P.E.K.K.A
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.)

Arrows Bandit
Arrows Bandit
Arrows Bandit
Arrows
Arrows Mega Knight
Arrows Bats Minions
Arrows
Arrows
Arrows Bandit
Bats Minions Goblin Gang
Arrows Bandit
Arrows
Bandit
Arrows Minions Bandit
Arrows
Arrows Bandit
Arrows Bandit Mega Knight
Arrows
Bats Minions
Arrows Bandit Mega Knight
Arrows Mega Knight
Minions Mega Knight
Arrows
Arrows
Arrows Mega Knight
Arrows Bandit
Arrows Bandit Mega Knight
Arrows Bandit
Bats Arrows
Bats Minions
Arrows Bandit Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows
Bats Minions Goblin Gang Bandit
Arrows
Arrows
Goblin Gang Mega Knight
Arrows
Arrows
P.E.K.K.A Mega Knight
Bats Minions Goblin Gang
Bats
Bandit Mega Knight
P.E.K.K.A
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: