My Best Clash Royale Deck

Deck Check Rating

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

3 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 direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

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 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 Little Prince

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.

Skeletons Bats Knight P.E.K.K.A Little Prince

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

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

Wall Breakers Goblin Barrel

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.

Knight Wall Breakers P.E.K.K.A

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
Skeletons Bats Wall Breakers Goblin Barrel Skeleton Army
Giant Snowball
Skeletons Bats Wall Breakers Goblin Barrel Skeleton Army Little Prince
Zap
Skeletons Bats Wall Breakers Goblin Barrel Skeleton Army Little Prince
Barbarian Barrel
Skeletons Knight Wall Breakers Goblin Barrel Skeleton Army Little Prince
The Log
Skeletons Wall Breakers Goblin Barrel Skeleton Army Little Prince
Earthquake
Skeletons Goblin Barrel Skeleton Army
Arrows
Skeletons Bats Wall Breakers Goblin Barrel Skeleton Army Little Prince
Royal Delivery
Skeletons Bats Knight Wall Breakers Goblin Barrel Skeleton Army P.E.K.K.A Little Prince
Fireball
Wall Breakers Goblin Barrel Skeleton Army Little Prince
Poison
Bats Skeleton Army Little Prince
Lightning
Knight Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Knight Skeleton Army 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.

Goblin Barrel Skeleton Army

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 Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Wall Breakers Knight Goblin Barrel Skeleton Army Little Prince P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Wall Breakers Knight

Attack Synergies 3 6

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
Knight Wall Breakers Goblin Barrel P.E.K.K.A
Knight
Bats Wall Breakers Goblin Barrel Little Prince
Wall Breakers
Knight Bats
Goblin Barrel
Knight Bats Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
P.E.K.K.A
Bats Goblin Barrel
Little Prince
Knight

Defense Synergies 2 6

Skeletons
Bats Knight P.E.K.K.A Little Prince
Bats
Knight Skeletons P.E.K.K.A
Knight
Bats Little Prince Skeletons Skeleton Army
Wall Breakers
Goblin Barrel
Skeleton Army
Knight
P.E.K.K.A
Skeletons Bats
Little Prince
Knight Skeletons

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
Skeleton Army P.E.K.K.A Skeletons Bats Knight
Skeleton Army P.E.K.K.A Skeletons Bats Knight
Skeleton Army P.E.K.K.A Skeletons Bats Knight
Skeleton Army P.E.K.K.A
Skeleton Army Skeletons Bats
Bats Little Prince
P.E.K.K.A
P.E.K.K.A Skeletons Skeleton Army
Knight Skeleton Army Skeletons Little Prince
Bats Skeleton Army Skeletons Knight
Bats
Skeleton Army P.E.K.K.A Skeletons Bats Knight
Skeleton Army Bats P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A
Skeletons Bats Knight Skeleton Army P.E.K.K.A
Bats Knight Skeleton Army Little Prince
Bats Knight Little Prince
P.E.K.K.A
Skeleton Army Bats Knight P.E.K.K.A Little Prince

Counters to secondary win conditions

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

Knight Skeleton Army Skeletons P.E.K.K.A
Knight
Skeleton Army P.E.K.K.A Skeletons Bats Knight
Skeleton Army P.E.K.K.A Bats Knight
P.E.K.K.A Skeletons Knight Skeleton Army
Skeletons Bats
Skeleton Army P.E.K.K.A Skeletons Bats Knight
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Skeletons Bats Knight Skeleton Army
P.E.K.K.A Skeletons Skeleton Army
P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Skeletons Knight
Skeleton Army
Skeleton Army Skeletons Bats Knight P.E.K.K.A Little Prince
Bats P.E.K.K.A

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.)

Knight
Knight
Bats
Bats
Knight
Knight
Bats
Little Prince
Little Prince
Bats Little Prince
Bats
P.E.K.K.A
Bats Skeleton Army
Knight
P.E.K.K.A
Bats
Bats
Little Prince
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: