My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. 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 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

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 P.E.K.K.A Mega Knight Skeleton King

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Rage

Punishments

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

Goblin Gang Hog Rider Wall Breakers 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 Hog Rider Wall Breakers P.E.K.K.A Mega Knight Skeleton King

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.

Hog Rider

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 Hog Rider Wall Breakers Skeleton King
Giant Snowball
Bats Goblin Gang Hog Rider Wall Breakers Skeleton King
Zap
Bats Goblin Gang Wall Breakers Skeleton King
Barbarian Barrel
Goblin Gang Wall Breakers Skeleton King
The Log
Goblin Gang Hog Rider Wall Breakers Skeleton King
Earthquake
Goblin Gang Hog Rider Skeleton King
Arrows
Bats Goblin Gang Wall Breakers Skeleton King
Royal Delivery
Bats Goblin Gang Hog Rider Wall Breakers P.E.K.K.A Skeleton King
Fireball
Goblin Gang Hog Rider Wall Breakers Skeleton King
Poison
Bats Goblin Gang Skeleton King
Lightning
Skeleton King
Rocket
Hog Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mega Knight Skeleton King

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 Rage 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers Rage Goblin Gang Hog Rider Skeleton King P.E.K.K.A Mega Knight

Shortest cycle

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

9 Bats Wall Breakers Rage Goblin Gang

Attack Synergies 4 9

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
Hog Rider Mega Knight Wall Breakers Rage P.E.K.K.A Skeleton King
Goblin Gang
Hog Rider P.E.K.K.A Skeleton King
Hog Rider
Bats Goblin Gang Rage Mega Knight
Wall Breakers
Bats Mega Knight Skeleton King
Rage
Hog Rider Bats
P.E.K.K.A
Bats Goblin Gang
Mega Knight
Bats Hog Rider Wall Breakers
Skeleton King
Bats Goblin Gang Wall Breakers

Defense Synergies 0 4

Bats
P.E.K.K.A Mega Knight Skeleton King
Goblin Gang
P.E.K.K.A
Hog Rider
Wall Breakers
Rage
P.E.K.K.A
Bats Goblin Gang
Mega Knight
Bats
Skeleton King
Bats

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.

P.E.K.K.A Bats Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats
P.E.K.K.A Bats Goblin Gang Mega Knight Skeleton King
P.E.K.K.A Mega Knight
Goblin Gang Bats Mega Knight
Bats Goblin Gang
P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Gang Skeleton King
Goblin Gang Mega Knight
Bats Goblin Gang Mega Knight Skeleton King
Bats Goblin Gang
P.E.K.K.A Mega Knight Bats Goblin Gang
Mega Knight Bats Goblin Gang P.E.K.K.A Skeleton King
P.E.K.K.A Goblin Gang Mega Knight Skeleton King
Goblin Gang P.E.K.K.A Mega Knight
Mega Knight Bats Goblin Gang P.E.K.K.A
Mega Knight Bats Goblin Gang
Bats Mega Knight
P.E.K.K.A
Goblin Gang Mega Knight Bats 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 Mega Knight P.E.K.K.A
Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats
Goblin Gang P.E.K.K.A Mega Knight Bats
P.E.K.K.A Goblin Gang Mega Knight
Bats Goblin Gang
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Goblin Gang Skeleton King
Mega Knight
Goblin Gang Bats P.E.K.K.A Skeleton King
Bats Mega Knight P.E.K.K.A Skeleton King

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.)

Mega Knight
Bats
Bats Goblin Gang
Mega Knight
Bats
Mega Knight
Mega Knight
Mega Knight
Mega Knight
Mega Knight
Bats
Bats
Mega Knight
P.E.K.K.A Mega Knight
Bats Goblin Gang
Goblin Gang Mega Knight
Skeleton King
P.E.K.K.A Mega Knight
Bats Goblin Gang Skeleton King
Bats
Mega Knight

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