My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Wizard Ram Rider

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.

Bats Knight Skeleton Barrel Wizard P.E.K.K.A Ram Rider

Offensive cards

Win conditions

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

Skeleton Barrel Ram Rider

Damage spells

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

Arrows The Log

Punishments

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

Skeleton Barrel Ram Rider

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.

Knight Skeleton Barrel P.E.K.K.A Ram Rider

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.

Skeleton Barrel Ram Rider

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 Skeleton Barrel Ram Rider
Giant Snowball
Bats Skeleton Barrel Ram Rider
Zap
Bats Skeleton Barrel Ram Rider
Barbarian Barrel
Knight Skeleton Barrel Wizard
The Log
Skeleton Barrel Ram Rider
Earthquake
Arrows
Bats Skeleton Barrel
Royal Delivery
Bats Knight Skeleton Barrel Wizard P.E.K.K.A Ram Rider
Fireball
Skeleton Barrel Wizard Ram Rider
Poison
Bats Skeleton Barrel Wizard
Lightning
Knight Wizard Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Arrows Knight Skeleton Barrel 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.

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.

Bats The Log Arrows Knight Skeleton Barrel Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

10 Bats The Log Arrows Knight

Attack Synergies 4 14

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
Knight Skeleton Barrel P.E.K.K.A Ram Rider
Arrows
P.E.K.K.A Knight Skeleton Barrel Ram Rider
Knight
Bats Skeleton Barrel Arrows Wizard The Log Ram Rider
Skeleton Barrel
Bats Knight Arrows Ram Rider
Wizard
Knight P.E.K.K.A Ram Rider
P.E.K.K.A
Arrows Bats Wizard The Log Ram Rider
The Log
Knight P.E.K.K.A Ram Rider
Ram Rider
Bats Arrows Knight Skeleton Barrel Wizard P.E.K.K.A The Log

Defense Synergies 2 9

Bats
Knight P.E.K.K.A The Log
Arrows
Knight P.E.K.K.A
Knight
Bats Arrows Wizard The Log
Skeleton Barrel
Wizard
Knight P.E.K.K.A The Log
P.E.K.K.A
The Log Bats Arrows Wizard
The Log
P.E.K.K.A Bats Knight Wizard Ram Rider
Ram Rider
The Log

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 Barrel Wizard The Log Ram Rider
P.E.K.K.A Bats Knight The Log Ram Rider
P.E.K.K.A Ram Rider Bats Knight
P.E.K.K.A Bats Knight Ram Rider
Arrows P.E.K.K.A The Log
Arrows The Log Bats
Bats Ram Rider Arrows Wizard
Arrows Skeleton Barrel P.E.K.K.A The Log Ram Rider
P.E.K.K.A
Knight
Bats Arrows Knight Wizard The Log Ram Rider
Arrows Bats Wizard Ram Rider
P.E.K.K.A Bats Knight Wizard The Log Ram Rider
Wizard Bats Arrows P.E.K.K.A The Log
P.E.K.K.A Knight Ram Rider
P.E.K.K.A The Log Ram Rider
Wizard Bats Arrows Knight P.E.K.K.A
Arrows Bats Knight Wizard The Log Ram Rider
Arrows Wizard The Log Bats Knight Ram Rider
P.E.K.K.A Ram Rider
Wizard Bats Arrows Knight 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.

Knight P.E.K.K.A
Arrows Knight Skeleton Barrel Wizard The Log
P.E.K.K.A Bats Knight The Log Ram Rider
P.E.K.K.A Bats Knight The Log Ram Rider
P.E.K.K.A Knight Ram Rider
Arrows Wizard Bats Skeleton Barrel Ram Rider
P.E.K.K.A Bats Knight Ram Rider
P.E.K.K.A Knight
P.E.K.K.A Bats Knight The Log
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows The Log
P.E.K.K.A Knight Wizard Ram Rider
Wizard
Bats Knight P.E.K.K.A The Log
Bats Arrows Wizard P.E.K.K.A The Log
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.)

Skeleton Barrel Arrows Knight The Log
Arrows Skeleton Barrel The Log Ram Rider
Arrows Skeleton Barrel The Log
Arrows Knight Skeleton Barrel The Log
Wizard Arrows The Log
Arrows Wizard Bats Skeleton Barrel Ram Rider
Arrows Wizard The Log
Arrows The Log Skeleton Barrel Wizard Ram Rider
Arrows The Log Skeleton Barrel Wizard Ram Rider
Bats
Arrows Knight Skeleton Barrel Wizard The Log Ram Rider
Arrows Wizard
Knight Skeleton Barrel The Log
Arrows Skeleton Barrel
Arrows Skeleton Barrel The Log
Arrows Skeleton Barrel Wizard The Log
Arrows Skeleton Barrel Wizard The Log
Arrows
Bats
Arrows Skeleton Barrel Wizard The Log
Arrows Skeleton Barrel Wizard The Log
The Log
Arrows Wizard
The Log
Arrows Skeleton Barrel The Log
Arrows The Log Wizard
Arrows The Log Skeleton Barrel Wizard Ram Rider
Arrows Skeleton Barrel Wizard The Log Ram Rider
Arrows Skeleton Barrel The Log
Bats Arrows Wizard
Bats Skeleton Barrel Wizard
Arrows Wizard The Log
Arrows
P.E.K.K.A
Arrows Wizard The Log
Skeleton Barrel Bats
Arrows Wizard Ram Rider
Arrows The Log
Knight Wizard
Arrows The Log Skeleton Barrel Wizard
Arrows
P.E.K.K.A
Bats The Log
Bats
Skeleton Barrel The Log
P.E.K.K.A
Wizard

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