My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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 Tesla Magic Archer

Defensive buildings

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

Tesla

Investments

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

Bats Tesla P.E.K.K.A Magic Archer 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.

Arrows The Log

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.

P.E.K.K.A Magic Archer

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.

Magic Archer

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 Guards
Giant Snowball
Bats Guards
Zap
Bats Guards
Barbarian Barrel
Tesla Guards Magic Archer
The Log
Guards
Earthquake
Tesla Guards
Arrows
Bats Guards
Royal Delivery
Bats Guards P.E.K.K.A Magic Archer
Fireball
Tesla Magic Archer
Poison
Bats Guards Magic Archer
Lightning
Tesla Magic Archer Goblinstein
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Magic Archer

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 Arrows Guards P.E.K.K.A

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.

Bats The Log Arrows Guards Tesla Magic Archer Goblinstein P.E.K.K.A

Shortest cycle

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

10 Bats The Log Arrows Guards

Attack Synergies 2 4

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
P.E.K.K.A
Arrows
P.E.K.K.A
Tesla
Guards
The Log
P.E.K.K.A
Arrows Magic Archer Bats The Log
The Log
Guards P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A The Log
Goblinstein

Defense Synergies 2 10

Bats
Tesla P.E.K.K.A The Log
Arrows
Tesla P.E.K.K.A
Tesla
The Log Bats Arrows Guards Magic Archer
Guards
Tesla The Log Magic Archer
P.E.K.K.A
The Log Bats Arrows
The Log
Tesla P.E.K.K.A Bats Guards Magic Archer
Magic Archer
Tesla Guards The Log
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.

Tesla The Log Magic Archer
P.E.K.K.A Bats Tesla The Log
Tesla P.E.K.K.A Bats
Tesla P.E.K.K.A Bats Guards
Arrows P.E.K.K.A The Log
Arrows The Log Bats Tesla Guards Magic Archer
Bats Tesla Arrows Magic Archer
Arrows Tesla P.E.K.K.A The Log Magic Archer
Tesla P.E.K.K.A
Guards Tesla
Bats Guards Arrows Tesla The Log Magic Archer
Arrows Tesla Bats Magic Archer
Tesla P.E.K.K.A Bats Guards The Log
Bats Arrows Tesla Guards P.E.K.K.A The Log Magic Archer
P.E.K.K.A Tesla
Tesla P.E.K.K.A The Log
Tesla Bats Arrows P.E.K.K.A
Arrows Tesla Bats Guards The Log Magic Archer
Arrows The Log Bats Tesla Guards Magic Archer
P.E.K.K.A Tesla
Bats Arrows Tesla Guards 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.

Guards Tesla P.E.K.K.A
Arrows Tesla The Log Magic Archer
Guards P.E.K.K.A Bats The Log
Guards P.E.K.K.A Bats Tesla The Log
P.E.K.K.A Tesla Guards
Arrows Bats Tesla Magic Archer
Guards P.E.K.K.A Bats Tesla
P.E.K.K.A Tesla
P.E.K.K.A Bats The Log Magic Archer
P.E.K.K.A Tesla Guards
P.E.K.K.A Bats Tesla Guards
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Tesla Guards
Tesla Magic Archer
Tesla Guards Bats P.E.K.K.A The Log Magic Archer
Bats Arrows Tesla P.E.K.K.A The Log Magic Archer
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.)

Magic Archer Arrows Guards The Log
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows Guards The Log
Arrows The Log Magic Archer
Arrows Bats Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log
Bats Guards
Arrows The Log Magic Archer
Arrows Magic Archer
The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Magic Archer Arrows The Log
Arrows
Bats
Arrows The Log Magic Archer
Arrows The Log Magic Archer
The Log Magic Archer
Arrows
The Log
Arrows The Log
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Bats Arrows Magic Archer
Bats Guards
Arrows The Log Magic Archer
Arrows Magic Archer
P.E.K.K.A
Arrows The Log Magic Archer
Bats Guards Magic Archer
Arrows Magic Archer
Arrows The Log
Magic Archer
Arrows The Log Magic Archer
Arrows
P.E.K.K.A
Bats Guards The Log Magic Archer
Bats Magic Archer
The Log Magic Archer
P.E.K.K.A

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