My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Zappies Wizard

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 Elixir Golem Goblin Cage Zappies Wizard P.E.K.K.A

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.

Fireball

Punishments

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

Goblin Gang Elixir Golem

Pump responses

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

Fireball

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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 Elixir Golem 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.

Fireball

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 Fireball Wizard

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 Goblin Gang Elixir Golem Fireball Goblin Cage Zappies Wizard P.E.K.K.A

Shortest cycle

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

12 Bats Goblin Gang Elixir Golem Fireball

Attack Synergies 0 11

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
Elixir Golem Goblin Cage P.E.K.K.A
Goblin Gang
Elixir Golem Goblin Cage P.E.K.K.A
Elixir Golem
Bats Goblin Gang Fireball Zappies Wizard
Fireball
Elixir Golem
Goblin Cage
Bats Goblin Gang
Zappies
Elixir Golem P.E.K.K.A
Wizard
Elixir Golem P.E.K.K.A
P.E.K.K.A
Bats Goblin Gang Zappies Wizard

Defense Synergies 0 12

Bats
Goblin Cage Zappies P.E.K.K.A
Goblin Gang
Goblin Cage Zappies P.E.K.K.A
Elixir Golem
Fireball
Goblin Cage Zappies
Goblin Cage
Bats Goblin Gang Fireball Zappies Wizard
Zappies
Bats Goblin Gang Fireball Goblin Cage P.E.K.K.A
Wizard
Goblin Cage P.E.K.K.A
P.E.K.K.A
Bats Goblin Gang Zappies Wizard

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.

Fireball Goblin Cage Zappies Wizard
P.E.K.K.A Bats Goblin Gang Goblin Cage Zappies
Goblin Gang Goblin Cage P.E.K.K.A Bats Zappies
Goblin Cage P.E.K.K.A Bats Goblin Gang Zappies
Fireball Goblin Cage P.E.K.K.A
Goblin Gang Fireball Bats Zappies
Bats Goblin Gang Fireball Goblin Cage Zappies Wizard
Fireball Goblin Cage P.E.K.K.A
Zappies P.E.K.K.A Goblin Gang Goblin Cage
Goblin Gang Zappies
Bats Goblin Gang Fireball Zappies Wizard
Bats Goblin Gang Fireball Zappies Wizard
Goblin Cage P.E.K.K.A Bats Goblin Gang Fireball Zappies Wizard
Fireball Wizard Bats Goblin Gang Goblin Cage Zappies P.E.K.K.A
P.E.K.K.A Goblin Gang Goblin Cage Zappies
Goblin Gang Fireball Goblin Cage Zappies P.E.K.K.A
Wizard Bats Goblin Gang Fireball Goblin Cage Zappies P.E.K.K.A
Fireball Goblin Cage Bats Goblin Gang Zappies Wizard
Goblin Cage Wizard Bats Fireball Zappies
P.E.K.K.A Goblin Cage Zappies
Goblin Gang Wizard Bats Fireball Zappies 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 Fireball Goblin Cage Zappies P.E.K.K.A
Fireball Goblin Gang Wizard
Goblin Gang Zappies P.E.K.K.A Bats Goblin Cage
Goblin Gang P.E.K.K.A Bats Fireball Goblin Cage Zappies
P.E.K.K.A Goblin Gang Goblin Cage Zappies
Fireball Wizard Bats Goblin Gang Zappies
Goblin Gang P.E.K.K.A Bats Fireball Goblin Cage Zappies
P.E.K.K.A Goblin Cage Zappies
Goblin Cage P.E.K.K.A Bats Fireball Zappies
P.E.K.K.A Goblin Gang Goblin Cage Zappies
P.E.K.K.A Bats Goblin Cage Zappies
P.E.K.K.A Fireball Goblin Cage
P.E.K.K.A Goblin Gang Fireball Goblin Cage Zappies Wizard
Wizard Fireball Goblin Cage Zappies
Goblin Gang Zappies Bats Fireball Goblin Cage P.E.K.K.A
Bats Fireball Goblin Cage Zappies Wizard P.E.K.K.A
Fireball 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.)

Fireball
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard
Bats Goblin Gang Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Bats
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Bats Fireball Wizard
Bats Fireball Zappies Wizard
Fireball
Fireball Wizard
Fireball Zappies
P.E.K.K.A
Fireball Wizard
Bats Goblin Gang Fireball Zappies
Fireball Zappies Wizard
Fireball
Fireball Goblin Gang Wizard
Fireball Wizard
Fireball
P.E.K.K.A
Bats Goblin Gang Fireball Zappies
Bats Fireball Zappies
Fireball
P.E.K.K.A
Fireball Wizard

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