My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!

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 Hunter

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 Hunter P.E.K.K.A Mega Knight Golden Knight

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.

Zap

Punishments

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

Goblin Gang Mega Knight Golden 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 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.

Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Hunter 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

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

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 Zap Goblin Gang Hunter Golden Knight Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bats Zap Goblin Gang Hunter

Attack Synergies 2 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
Mega Knight Zap P.E.K.K.A
Zap
P.E.K.K.A Bats Hunter Mega Knight
Goblin Gang
P.E.K.K.A
Wizard
P.E.K.K.A Mega Knight
Hunter
Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Bats Goblin Gang Wizard Hunter
Mega Knight
Bats Zap Wizard Hunter
Golden Knight

Defense Synergies 1 16

Bats
Zap Hunter P.E.K.K.A Mega Knight Golden Knight
Zap
Mega Knight Bats Goblin Gang Hunter P.E.K.K.A Golden Knight
Goblin Gang
Zap P.E.K.K.A
Wizard
P.E.K.K.A Mega Knight Golden Knight
Hunter
Bats Zap P.E.K.K.A Mega Knight Golden Knight
P.E.K.K.A
Bats Zap Goblin Gang Wizard Hunter
Mega Knight
Zap Bats Wizard Hunter
Golden Knight
Bats Zap Wizard Hunter

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.

Zap Wizard Golden Knight
Hunter P.E.K.K.A Bats Zap Goblin Gang Mega Knight
Goblin Gang Hunter P.E.K.K.A Mega Knight Bats
Hunter P.E.K.K.A Bats Goblin Gang Mega Knight
P.E.K.K.A Mega Knight
Goblin Gang Bats Zap Hunter Mega Knight
Bats Hunter Zap Goblin Gang Wizard
Zap P.E.K.K.A Mega Knight Golden Knight
Hunter P.E.K.K.A Goblin Gang
Goblin Gang Hunter Mega Knight
Bats Goblin Gang Zap Wizard Hunter Mega Knight
Hunter Bats Zap Goblin Gang Wizard
Hunter P.E.K.K.A Mega Knight Bats Zap Goblin Gang Wizard
Wizard Mega Knight Bats Zap Goblin Gang Hunter P.E.K.K.A Golden Knight
P.E.K.K.A Goblin Gang Hunter Mega Knight
Zap Goblin Gang Hunter P.E.K.K.A Mega Knight
Wizard Mega Knight Bats Goblin Gang Hunter P.E.K.K.A
Mega Knight Bats Zap Goblin Gang Wizard Hunter Golden Knight
Zap Wizard Hunter Bats Mega Knight
P.E.K.K.A Hunter
Goblin Gang Wizard Mega Knight Bats Hunter P.E.K.K.A
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap P.E.K.K.A
Zap Goblin Gang Wizard Hunter Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bats Zap Hunter Golden Knight
Goblin Gang Hunter P.E.K.K.A Mega Knight Bats Zap
P.E.K.K.A Goblin Gang Hunter Mega Knight
Wizard Bats Zap Goblin Gang Hunter
Goblin Gang P.E.K.K.A Bats Hunter
P.E.K.K.A Mega Knight Hunter
Zap P.E.K.K.A Mega Knight Bats
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Bats Hunter Golden Knight
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Goblin Gang Wizard Hunter Golden Knight
Wizard Mega Knight
Goblin Gang Bats Zap Hunter P.E.K.K.A Golden Knight
Bats Mega Knight Zap Wizard Hunter P.E.K.K.A Golden Knight
Zap

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.)

Golden Knight
Zap Golden Knight
Wizard Zap Mega Knight
Wizard Bats Zap Hunter
Wizard
Zap Wizard Hunter
Zap Wizard Golden Knight
Bats Goblin Gang
Zap Wizard Golden Knight
Zap Wizard
Hunter Golden Knight
Zap
Zap Wizard Hunter Golden Knight
Wizard Mega Knight
Bats
Zap Wizard Hunter Mega Knight
Zap Wizard Mega Knight Golden Knight
Mega Knight
Wizard
Zap
Zap Wizard Hunter Mega Knight
Zap Wizard Hunter Golden Knight
Zap Wizard Mega Knight Golden Knight
Zap Golden Knight
Bats Zap Wizard Hunter
Zap Bats Wizard
Zap Wizard Hunter Mega Knight
Zap
P.E.K.K.A Mega Knight
Wizard
Zap Bats Goblin Gang
Zap Wizard Hunter
Goblin Gang Wizard Hunter Mega Knight
Zap Wizard
Zap
P.E.K.K.A Mega Knight
Zap Bats Goblin Gang Golden Knight
Bats Zap
Zap Mega Knight Golden Knight
P.E.K.K.A
Wizard Mega Knight

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