My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Wizard P.E.K.K.A

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.

Tornado The Log

Punishments

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

Goblin Gang

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado The Log

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 Tornado P.E.K.K.A

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats The Log Cannon Goblin Gang Tornado Wizard P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats The Log Cannon

Attack Synergies 2 5

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.

Skeletons
Bats
P.E.K.K.A
Cannon
Goblin Gang
P.E.K.K.A
Wizard
Tornado P.E.K.K.A
Tornado
Wizard P.E.K.K.A The Log
P.E.K.K.A
Tornado Bats Goblin Gang Wizard The Log
The Log
Tornado P.E.K.K.A

Defense Synergies 5 15

Skeletons
Cannon Bats Wizard Tornado P.E.K.K.A The Log
Bats
Skeletons Cannon P.E.K.K.A The Log
Cannon
Skeletons The Log Bats Goblin Gang Wizard
Goblin Gang
Cannon P.E.K.K.A The Log
Wizard
Tornado Skeletons Cannon P.E.K.K.A The Log
Tornado
Wizard P.E.K.K.A Skeletons The Log
P.E.K.K.A
Tornado The Log Skeletons Bats Goblin Gang Wizard
The Log
Cannon P.E.K.K.A Skeletons Bats Goblin Gang Wizard Tornado

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.

Cannon Wizard The Log
P.E.K.K.A Skeletons Bats Cannon Goblin Gang The Log
Cannon Goblin Gang Tornado P.E.K.K.A Skeletons Bats
Cannon P.E.K.K.A Skeletons Bats Goblin Gang
Tornado P.E.K.K.A The Log
Goblin Gang Tornado The Log Skeletons Bats Cannon
Bats Tornado Cannon Goblin Gang Wizard
Cannon P.E.K.K.A The Log
Cannon P.E.K.K.A Skeletons Goblin Gang Tornado
Goblin Gang Tornado Skeletons Cannon
Bats Goblin Gang Skeletons Cannon Wizard Tornado The Log
Bats Goblin Gang Wizard Tornado
Cannon P.E.K.K.A Skeletons Bats Goblin Gang Wizard The Log
Wizard Bats Cannon Goblin Gang Tornado P.E.K.K.A The Log
P.E.K.K.A Cannon Goblin Gang
Tornado Cannon Goblin Gang P.E.K.K.A The Log
Wizard Skeletons Bats Cannon Goblin Gang Tornado P.E.K.K.A
Cannon Bats Goblin Gang Wizard Tornado The Log
Wizard Tornado The Log Bats Cannon
P.E.K.K.A Cannon Tornado
Goblin Gang Wizard Bats Cannon P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Goblin Gang Skeletons P.E.K.K.A
Goblin Gang Wizard The Log
Goblin Gang P.E.K.K.A Skeletons Bats The Log
Goblin Gang P.E.K.K.A Bats Tornado The Log
P.E.K.K.A Skeletons Cannon Goblin Gang
Wizard Skeletons Bats Goblin Gang Tornado
Goblin Gang P.E.K.K.A Skeletons Bats
P.E.K.K.A
P.E.K.K.A Skeletons Bats Tornado The Log
P.E.K.K.A Skeletons Cannon Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A Tornado The Log
P.E.K.K.A Skeletons Cannon Goblin Gang Wizard
Wizard Cannon
Goblin Gang Skeletons Bats Tornado P.E.K.K.A The Log
Bats Cannon Wizard P.E.K.K.A The Log
Cannon

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
Tornado The Log
The Log
The Log
Wizard The Log
Wizard Bats Tornado
Wizard Tornado The Log
The Log Wizard Tornado
The Log Wizard Tornado
Bats Goblin Gang Tornado
Wizard Tornado The Log
Wizard Tornado
The Log
The Log
Wizard The Log
Wizard The Log
Tornado
Bats
Wizard The Log
Wizard Tornado The Log
The Log
Wizard Tornado
Tornado The Log
The Log
Tornado The Log Wizard
The Log Wizard Tornado
Wizard Tornado The Log
Tornado The Log
Bats Wizard Tornado
Bats Wizard
Wizard The Log
P.E.K.K.A
Wizard The Log
Bats Goblin Gang
Wizard Tornado
The Log
Goblin Gang Wizard
The Log Wizard
Tornado
P.E.K.K.A
Bats Goblin Gang Tornado The Log
Bats Tornado
Tornado The Log
P.E.K.K.A
Wizard

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