My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Goblin Cage

Investments

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

Bats Suspicious Bush Goblin Cage Rune Giant P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Rune Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Rage

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.

Rune Giant P.E.K.K.A

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
Giant Snowball
Bats
Zap
Bats
Barbarian Barrel
Goblin Cage
The Log
Suspicious Bush Goblin Cage
Earthquake
Goblin Cage
Arrows
Bats Suspicious Bush
Royal Delivery
Bats Goblin Cage P.E.K.K.A
Fireball
Suspicious Bush Goblin Cage
Poison
Bats Suspicious Bush Goblin Cage
Lightning
Goblin Cage Goblinstein
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

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 Suspicious Bush Rage Rune Giant P.E.K.K.A

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 Suspicious Bush Rage Arrows Goblin Cage Rune Giant Goblinstein P.E.K.K.A

Shortest cycle

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

9 Bats Suspicious Bush Rage Arrows

Attack Synergies 1 4

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 Cage Rage Rune Giant P.E.K.K.A
Arrows
P.E.K.K.A
Suspicious Bush
Goblin Cage
Bats
Rage
Bats
Rune Giant
Bats
P.E.K.K.A
Arrows Bats
Goblinstein

Defense Synergies 0 3

Bats
Goblin Cage P.E.K.K.A
Arrows
P.E.K.K.A
Suspicious Bush
Goblin Cage
Bats
Rage
Rune Giant
P.E.K.K.A
Bats Arrows
Goblinstein

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.

Goblin Cage
P.E.K.K.A Bats Goblin Cage
Goblin Cage P.E.K.K.A Bats
Goblin Cage P.E.K.K.A Bats
Arrows Goblin Cage P.E.K.K.A
Arrows Bats
Bats Arrows Goblin Cage
Arrows Goblin Cage P.E.K.K.A
P.E.K.K.A Goblin Cage
Bats Arrows
Arrows Bats
Goblin Cage P.E.K.K.A Bats
Bats Arrows Goblin Cage P.E.K.K.A
P.E.K.K.A Goblin Cage
Goblin Cage P.E.K.K.A
Bats Arrows Goblin Cage P.E.K.K.A
Arrows Goblin Cage Bats
Arrows Goblin Cage Bats
P.E.K.K.A Goblin Cage
Bats Arrows 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 Cage P.E.K.K.A
Arrows
P.E.K.K.A Bats Goblin Cage
P.E.K.K.A Bats Goblin Cage
P.E.K.K.A Goblin Cage
Arrows Bats
P.E.K.K.A Bats Goblin Cage
P.E.K.K.A Goblin Cage
Goblin Cage P.E.K.K.A Bats
P.E.K.K.A Goblin Cage
P.E.K.K.A Bats Goblin Cage
P.E.K.K.A Arrows Goblin Cage
P.E.K.K.A Goblin Cage
Goblin Cage
Bats Goblin Cage P.E.K.K.A
Bats Arrows Goblin Cage P.E.K.K.A
Arrows Goblin Cage

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
Arrows
Arrows
Arrows
Arrows
Arrows Bats
Arrows
Arrows
Arrows
Bats
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats Arrows
Bats
Arrows
Arrows
P.E.K.K.A
Arrows
Bats
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
Bats
Bats
P.E.K.K.A

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