My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Fire Spirit Bats Goblin Giant

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 Bomber Bats Goblin Giant P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows

Punishments

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

Goblin Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Arrows

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.

Fire Spirit Bats Arrows Heal Spirit 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.

Fire Spirit Heal Spirit

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Heal Spirit Bomber Bats Arrows Goblin Giant P.E.K.K.A

Shortest cycle

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

5 Skeletons Fire Spirit Heal Spirit Bomber

Attack Synergies 2 10

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
Fire Spirit
P.E.K.K.A Goblin Giant
Bomber
Bats Heal Spirit Goblin Giant P.E.K.K.A
Bats
Bomber Goblin Giant P.E.K.K.A
Arrows
P.E.K.K.A Goblin Giant
Heal Spirit
Bomber Goblin Giant P.E.K.K.A
Goblin Giant
Fire Spirit Bomber Bats Arrows Heal Spirit
P.E.K.K.A
Fire Spirit Arrows Bomber Bats Heal Spirit

Defense Synergies 0 10

Skeletons
Fire Spirit Bomber Bats P.E.K.K.A
Fire Spirit
Skeletons P.E.K.K.A
Bomber
Skeletons Bats P.E.K.K.A
Bats
Skeletons Bomber Goblin Giant P.E.K.K.A
Arrows
P.E.K.K.A
Heal Spirit
Goblin Giant
Bats
P.E.K.K.A
Skeletons Fire Spirit Bomber Bats Arrows

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.

Bomber Goblin Giant
P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons Fire Spirit Bomber Bats
P.E.K.K.A Skeletons Bats
Bomber Arrows P.E.K.K.A
Arrows Skeletons Fire Spirit Bomber Bats
Bats Fire Spirit Arrows
Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Fire Spirit Bomber
Bats Skeletons Bomber Arrows Goblin Giant
Arrows Bats
P.E.K.K.A Skeletons Fire Spirit Bomber Bats
Fire Spirit Bomber Bats Arrows P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Skeletons Bomber Bats Arrows P.E.K.K.A
Fire Spirit Arrows Bomber Bats
Arrows Fire Spirit Bomber Bats
P.E.K.K.A
Bomber Fire Spirit Bats Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Bomber Arrows
P.E.K.K.A Skeletons Bats Goblin Giant
P.E.K.K.A Bats Goblin Giant
P.E.K.K.A Skeletons Goblin Giant
Fire Spirit Arrows Skeletons Bats Goblin Giant
P.E.K.K.A Skeletons Bats Goblin Giant
P.E.K.K.A Goblin Giant
P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons Goblin Giant
P.E.K.K.A Bats
P.E.K.K.A Arrows Goblin Giant
P.E.K.K.A Skeletons Goblin Giant
Bomber
Skeletons Bomber Bats Goblin Giant P.E.K.K.A
Bats Arrows Bomber P.E.K.K.A
Bomber Arrows

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.)

Arrows
Arrows
Arrows Goblin Giant
Arrows
Bomber Fire Spirit Arrows
Arrows Fire Spirit Bats Goblin Giant
Fire Spirit Bomber Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Bats
Arrows
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Bomber Arrows
Arrows
Arrows
Bomber Bats
Fire Spirit Bomber Arrows
Fire Spirit Bomber Arrows
Arrows
Arrows
Arrows Fire Spirit Bomber
Arrows
Arrows
Arrows
Fire Spirit Bats Arrows
Bats
Bomber Arrows
Arrows
P.E.K.K.A
Arrows
Fire Spirit Bats
Fire Spirit Arrows
Arrows
Arrows Bomber
Arrows
P.E.K.K.A
Bats
Bats
Goblin Giant
P.E.K.K.A

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