My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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 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 Knight Goblin Cage Wizard Prince Royal Ghost

Offensive cards

Win conditions

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

Missing

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.

Mini P.E.K.K.A Prince Royal Ghost

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.

Knight Mini P.E.K.K.A Prince Royal Ghost

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.

Mini P.E.K.K.A Royal Ghost

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 Prince
Giant Snowball
Bats
Zap
Bats Prince
Barbarian Barrel
Knight Goblin Cage Wizard Royal Ghost
The Log
Mini P.E.K.K.A Goblin Cage Prince
Earthquake
Goblin Cage
Arrows
Bats
Royal Delivery
Bats Knight Mini P.E.K.K.A Goblin Cage Wizard Prince Royal Ghost
Fireball
Goblin Cage Wizard
Poison
Bats Goblin Cage Wizard
Lightning
Knight Mini P.E.K.K.A Goblin Cage Wizard Prince
Rocket
Wizard Prince

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 Royal Ghost

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 Knight Mini P.E.K.K.A Prince Royal Ghost

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.

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 Knight Royal Ghost Fireball Mini P.E.K.K.A Goblin Cage Wizard Prince

Shortest cycle

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

12 Bats Knight Royal Ghost Fireball

Attack Synergies 1 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
Knight Mini P.E.K.K.A Goblin Cage Prince
Knight
Bats Fireball Wizard Prince
Fireball
Knight
Mini P.E.K.K.A
Bats Wizard
Goblin Cage
Bats Royal Ghost
Wizard
Knight Mini P.E.K.K.A Prince Royal Ghost
Prince
Bats Knight Wizard Royal Ghost
Royal Ghost
Goblin Cage Wizard Prince

Defense Synergies 1 15

Bats
Knight Mini P.E.K.K.A Goblin Cage Prince
Knight
Bats Fireball Mini P.E.K.K.A Goblin Cage Wizard
Fireball
Knight Mini P.E.K.K.A Goblin Cage
Mini P.E.K.K.A
Bats Knight Fireball Wizard Royal Ghost
Goblin Cage
Bats Knight Fireball Wizard Prince
Wizard
Knight Mini P.E.K.K.A Goblin Cage Prince Royal Ghost
Prince
Bats Goblin Cage Wizard
Royal Ghost
Mini P.E.K.K.A 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.

Knight Fireball Goblin Cage Wizard
Mini P.E.K.K.A Bats Knight Goblin Cage Prince
Mini P.E.K.K.A Goblin Cage Prince Bats Knight
Mini P.E.K.K.A Goblin Cage Prince Bats Knight
Fireball Mini P.E.K.K.A Goblin Cage Prince
Fireball Bats Royal Ghost
Bats Fireball Goblin Cage Wizard
Fireball Goblin Cage
Mini P.E.K.K.A Goblin Cage Prince
Knight Mini P.E.K.K.A Prince Royal Ghost
Bats Knight Fireball Wizard Royal Ghost
Bats Fireball Wizard
Mini P.E.K.K.A Goblin Cage Prince Bats Knight Fireball Wizard
Fireball Wizard Bats Mini P.E.K.K.A Goblin Cage Prince Royal Ghost
Mini P.E.K.K.A Knight Goblin Cage Prince
Fireball Mini P.E.K.K.A Goblin Cage Prince
Wizard Bats Knight Fireball Mini P.E.K.K.A Goblin Cage Prince
Fireball Goblin Cage Bats Knight Wizard Prince Royal Ghost
Goblin Cage Wizard Bats Knight Fireball Royal Ghost
Mini P.E.K.K.A Goblin Cage Prince
Wizard Royal Ghost Bats Knight Fireball Mini P.E.K.K.A Prince

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Fireball Goblin Cage Prince Royal Ghost
Fireball Knight Mini P.E.K.K.A Wizard Prince Royal Ghost
Bats Knight Mini P.E.K.K.A Goblin Cage Prince
Mini P.E.K.K.A Prince Bats Knight Fireball Goblin Cage
Knight Mini P.E.K.K.A Goblin Cage Prince
Fireball Wizard Bats
Mini P.E.K.K.A Prince Bats Knight Fireball Goblin Cage
Mini P.E.K.K.A Knight Goblin Cage Prince
Goblin Cage Bats Knight Fireball Mini P.E.K.K.A Prince
Goblin Cage
Bats Knight Mini P.E.K.K.A Goblin Cage Prince
Fireball Goblin Cage Prince
Mini P.E.K.K.A Prince Knight Fireball Goblin Cage Wizard
Wizard Fireball Goblin Cage
Bats Knight Fireball Mini P.E.K.K.A Goblin Cage Prince
Bats Fireball Mini P.E.K.K.A Goblin Cage Wizard Royal Ghost
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 Knight Royal Ghost
Fireball Royal Ghost
Fireball
Knight Fireball Prince
Fireball Wizard
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard
Bats Fireball Mini P.E.K.K.A Prince
Knight Fireball Wizard Prince
Fireball Wizard
Knight Fireball
Fireball
Fireball Prince
Fireball Wizard
Fireball Wizard
Fireball
Bats Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard Prince
Fireball Wizard
Fireball Prince
Fireball Wizard
Prince
Fireball
Fireball Wizard
Fireball Wizard Royal Ghost
Fireball Wizard Prince
Fireball
Bats Fireball Wizard
Bats Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
Prince
Fireball Wizard
Bats Fireball Prince
Fireball Wizard
Fireball
Fireball Knight Mini P.E.K.K.A Wizard Prince
Fireball Wizard
Fireball
Prince
Bats Fireball
Bats Fireball
Fireball Prince Royal Ghost
Prince
Fireball Wizard

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