My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 Wizard Witch

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 Wizard Witch P.E.K.K.A Mega Knight

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.

The Log

Punishments

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

Goblin Gang Goblin Barrel Mega Knight

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.

Goblin Gang P.E.K.K.A 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.

Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log 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 P.E.K.K.A Mega Knight

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

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 Wizard Goblin Barrel Witch

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 The Log Goblin Gang Goblin Barrel Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats The Log Goblin Gang Goblin Barrel

Attack Synergies 2 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
Mega Knight Goblin Barrel P.E.K.K.A
Goblin Gang
Goblin Barrel P.E.K.K.A
Wizard
P.E.K.K.A Mega Knight
Goblin Barrel
Goblin Gang Bats P.E.K.K.A Mega Knight
Witch
P.E.K.K.A Mega Knight
P.E.K.K.A
Bats Goblin Gang Wizard Goblin Barrel Witch The Log
The Log
P.E.K.K.A Mega Knight
Mega Knight
Bats Wizard Goblin Barrel Witch The Log

Defense Synergies 1 11

Bats
P.E.K.K.A The Log Mega Knight
Goblin Gang
P.E.K.K.A The Log
Wizard
P.E.K.K.A The Log Mega Knight
Goblin Barrel
Witch
The Log Mega Knight
P.E.K.K.A
The Log Bats Goblin Gang Wizard
The Log
P.E.K.K.A Bats Goblin Gang Wizard Witch Mega Knight
Mega Knight
Bats Wizard Witch The Log

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.

Wizard The Log
P.E.K.K.A Bats Goblin Gang Witch The Log Mega Knight
Goblin Gang Witch P.E.K.K.A Mega Knight Bats
Witch P.E.K.K.A Bats Goblin Gang Mega Knight
P.E.K.K.A The Log Mega Knight
Goblin Gang The Log Bats Mega Knight
Bats Goblin Gang Wizard Witch
P.E.K.K.A The Log Mega Knight
Witch P.E.K.K.A Goblin Gang
Goblin Gang Mega Knight
Bats Goblin Gang Witch Wizard The Log Mega Knight
Bats Goblin Gang Wizard Witch
P.E.K.K.A Mega Knight Bats Goblin Gang Wizard Witch The Log
Wizard Mega Knight Bats Goblin Gang Witch P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Bats Goblin Gang Witch P.E.K.K.A
Mega Knight Bats Goblin Gang Wizard Witch The Log
Wizard Witch The Log Bats Mega Knight
P.E.K.K.A
Goblin Gang Wizard Mega Knight Bats Witch P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Witch P.E.K.K.A
Goblin Gang Wizard The Log Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats Witch The Log
Goblin Gang P.E.K.K.A Mega Knight Bats The Log
P.E.K.K.A Goblin Gang Witch Mega Knight
Wizard Bats Goblin Gang Witch
Goblin Gang P.E.K.K.A Bats Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats Witch The Log
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Bats Witch
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight Goblin Gang Wizard Witch
Wizard Witch Mega Knight
Goblin Gang Witch Bats P.E.K.K.A The Log
Bats Mega Knight Wizard Witch P.E.K.K.A The Log

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.)

The Log
The Log
The Log
The Log
Wizard The Log Mega Knight
Wizard Bats Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard
Bats Goblin Gang
Wizard The Log
Wizard
The Log
The Log
Wizard Witch The Log
Wizard The Log Mega Knight
Bats
Wizard The Log Mega Knight
Wizard Witch The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Witch Mega Knight
Witch
The Log Wizard Witch
Wizard Witch The Log Mega Knight
The Log
Bats Wizard Witch
Bats Wizard Witch
Wizard The Log Mega Knight
P.E.K.K.A Mega Knight
Wizard The Log
Bats Goblin Gang Witch
Wizard Witch
The Log
Goblin Gang Wizard Mega Knight
The Log Wizard
P.E.K.K.A Mega Knight
Bats Goblin Gang Witch The Log
Bats Witch
Witch The Log Mega Knight
P.E.K.K.A
Wizard Mega Knight

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