My Best Clash Royale Deck

Deck Check Rating

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

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.

Spear Goblins Bats Archers

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 Spear Goblins Bats Archers Prince P.E.K.K.A

Offensive cards

Win conditions

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

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.

Goblin Barrel Prince

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.

Spear Goblins Barbarians Prince 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 Spear Goblins Bats Archers Goblin Barrel Prince
Giant Snowball
Skeletons Spear Goblins Bats Archers Barbarians Goblin Barrel
Zap
Skeletons Spear Goblins Bats Archers Goblin Barrel Prince
Barbarian Barrel
Skeletons Spear Goblins Archers Barbarians Goblin Barrel
The Log
Skeletons Spear Goblins Archers Barbarians Goblin Barrel Prince
Earthquake
Skeletons Spear Goblins Archers Barbarians Goblin Barrel
Arrows
Skeletons Spear Goblins Bats Archers Goblin Barrel
Royal Delivery
Skeletons Spear Goblins Bats Archers Barbarians Goblin Barrel Prince P.E.K.K.A
Fireball
Archers Barbarians Goblin Barrel
Poison
Spear Goblins Bats Archers Barbarians
Lightning
Prince
Rocket
Barbarians 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

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.

Spear Goblins Bats Prince 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

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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Spear Goblins Bats Archers Goblin Barrel Barbarians Prince P.E.K.K.A

Shortest cycle

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

8 Skeletons Spear Goblins Bats Archers

Attack Synergies 2 7

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
Spear Goblins
Goblin Barrel Prince
Bats
Goblin Barrel Prince P.E.K.K.A
Archers
Prince P.E.K.K.A
Barbarians
Goblin Barrel
Spear Goblins Prince Bats P.E.K.K.A
Prince
Goblin Barrel Spear Goblins Bats Archers
P.E.K.K.A
Bats Archers Goblin Barrel

Defense Synergies 0 13

Skeletons
Spear Goblins Bats Archers Prince P.E.K.K.A
Spear Goblins
Skeletons Bats Archers Barbarians Prince P.E.K.K.A
Bats
Skeletons Spear Goblins Prince P.E.K.K.A
Archers
Skeletons Spear Goblins P.E.K.K.A
Barbarians
Spear Goblins
Goblin Barrel
Prince
Skeletons Spear Goblins Bats
P.E.K.K.A
Skeletons Spear Goblins Bats Archers

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.

Spear Goblins
Barbarians P.E.K.K.A Skeletons Bats Prince
Barbarians Prince P.E.K.K.A Skeletons Bats Archers
Barbarians Prince P.E.K.K.A Skeletons Bats
Barbarians Prince P.E.K.K.A
Skeletons Spear Goblins Bats Archers
Bats Spear Goblins Archers
Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Skeletons Prince
Skeletons Spear Goblins Archers Barbarians Prince
Bats Archers Barbarians Skeletons Spear Goblins
Spear Goblins Bats Archers
Barbarians Prince P.E.K.K.A Skeletons Bats
Bats Barbarians Prince P.E.K.K.A
Barbarians P.E.K.K.A Prince
Barbarians Prince P.E.K.K.A
Barbarians Skeletons Bats Prince P.E.K.K.A
Spear Goblins Bats Archers Barbarians Prince
Spear Goblins Bats Archers Barbarians
Barbarians P.E.K.K.A Prince
Spear Goblins Bats Archers Barbarians Prince 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.

Barbarians Skeletons Spear Goblins Archers Prince P.E.K.K.A
Archers Prince
Barbarians P.E.K.K.A Skeletons Spear Goblins Bats Prince
Prince P.E.K.K.A Bats Barbarians
Barbarians P.E.K.K.A Skeletons Prince
Skeletons Bats Archers
Prince P.E.K.K.A Skeletons Spear Goblins Bats Archers Barbarians
P.E.K.K.A Barbarians Prince
P.E.K.K.A Skeletons Spear Goblins Bats Barbarians Prince
P.E.K.K.A Skeletons Barbarians
P.E.K.K.A Bats Barbarians Prince
P.E.K.K.A Barbarians Prince
Barbarians Prince P.E.K.K.A Skeletons
Archers Barbarians
Barbarians Skeletons Spear Goblins Bats Archers Prince P.E.K.K.A
Bats Archers Barbarians 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.)

Barbarians Prince
Spear Goblins Bats
Archers
Bats Prince
Prince
Archers
Prince
Spear Goblins
Bats
Archers Prince
Prince
Prince
Barbarians
Prince
Bats Archers
Bats
P.E.K.K.A Prince
Spear Goblins Bats Archers Barbarians Prince
Archers
Prince
Prince P.E.K.K.A
Bats
Bats
Prince
Prince P.E.K.K.A

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