My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Bad

3 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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

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 Goblinstein

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 Fireball Goblin Curse The Log

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.

Heal Spirit 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 Curse
Giant Snowball
Bats Goblin Curse
Zap
Bats Goblin Curse
Barbarian Barrel
Heal Spirit Goblin Curse
The Log
Heal Spirit Goblin Curse
Earthquake
Arrows
Bats Heal Spirit Goblin Curse
Royal Delivery
Bats Heal Spirit P.E.K.K.A
Fireball
Poison
Bats Goblin Curse
Lightning
Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Heal Spirit Goblin Curse 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.

Heal Spirit Fireball

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.

Heal Spirit Bats Zap Goblin Curse The Log Fireball Goblinstein P.E.K.K.A

Shortest cycle

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

7 Heal Spirit Bats Zap Goblin Curse

Attack Synergies 4 8

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
Zap P.E.K.K.A
Zap
Fireball Goblin Curse P.E.K.K.A Bats Heal Spirit The Log
Heal Spirit
Zap P.E.K.K.A
Fireball
Zap Goblin Curse The Log
Goblin Curse
Zap The Log Fireball
P.E.K.K.A
Zap Bats Heal Spirit The Log
The Log
Goblin Curse Zap Fireball P.E.K.K.A
Goblinstein

Defense Synergies 3 5

Bats
Zap P.E.K.K.A The Log
Zap
Fireball Bats P.E.K.K.A The Log
Heal Spirit
Fireball
Zap The Log
Goblin Curse
P.E.K.K.A
The Log Bats Zap
The Log
Fireball P.E.K.K.A Bats Zap
Goblinstein

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 Fireball The Log
P.E.K.K.A Bats Zap Goblin Curse The Log
P.E.K.K.A Bats Goblin Curse
P.E.K.K.A Bats Goblin Curse
Fireball P.E.K.K.A The Log
Fireball The Log Bats Zap
Bats Zap Fireball Goblin Curse
Zap Fireball P.E.K.K.A The Log
P.E.K.K.A Goblin Curse
Bats Goblin Curse Zap Fireball The Log
Bats Zap Fireball Goblin Curse
P.E.K.K.A Bats Zap Fireball Goblin Curse The Log
Fireball Bats Zap Goblin Curse P.E.K.K.A The Log
P.E.K.K.A Goblin Curse
Zap Fireball Goblin Curse P.E.K.K.A The Log
Bats Fireball P.E.K.K.A
Fireball Bats Zap The Log
Zap The Log Bats Fireball Goblin Curse
P.E.K.K.A Goblin Curse
Bats Fireball Goblin Curse 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.

Zap Fireball P.E.K.K.A
Fireball Zap The Log
P.E.K.K.A Bats Zap The Log
P.E.K.K.A Bats Zap Fireball The Log
P.E.K.K.A Goblin Curse
Fireball Bats Zap Goblin Curse
P.E.K.K.A Bats Fireball
P.E.K.K.A Goblin Curse
Zap P.E.K.K.A Bats Fireball The Log
P.E.K.K.A Goblin Curse
P.E.K.K.A Bats
P.E.K.K.A Zap Fireball The Log
P.E.K.K.A Fireball Goblin Curse
Fireball Goblin Curse
Bats Zap Fireball P.E.K.K.A The Log
Bats Zap Fireball Goblin Curse P.E.K.K.A The Log
Zap Fireball

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 The Log
Fireball Zap Goblin Curse The Log
Fireball The Log
Fireball The Log
Fireball Zap Goblin Curse The Log
Fireball Bats Zap Goblin Curse
The Log
Fireball The Log Zap Goblin Curse
Fireball The Log Zap
Bats Fireball
Zap Fireball The Log
Fireball Zap Goblin Curse
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Bats
Zap Fireball The Log
Zap Fireball Goblin Curse The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap Goblin Curse The Log Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap Goblin Curse The Log
Bats Zap Fireball Goblin Curse
Zap Bats Fireball
Fireball
Zap Fireball The Log
Zap Fireball
P.E.K.K.A
Fireball Goblin Curse The Log
Zap Bats Fireball
Fireball Zap Goblin Curse
The Log Fireball
Fireball
The Log Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Bats Fireball The Log
Bats Zap Fireball
Zap Fireball The Log
P.E.K.K.A
Fireball

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