My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Goblin Curse Phoenix

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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker Tesla

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 Firecracker Tesla P.E.K.K.A Mighty Miner

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.

Earthquake The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

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 Mighty Miner

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.

Firecracker Mighty Miner

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 Mighty Miner
Giant Snowball
Bats Guards Mighty Miner
Zap
Bats Firecracker Guards Mighty Miner
Barbarian Barrel
Firecracker Tesla Guards
The Log
Firecracker Guards
Earthquake
Firecracker Tesla Guards
Arrows
Bats Firecracker Guards
Royal Delivery
Bats Firecracker Guards P.E.K.K.A
Fireball
Firecracker Tesla Mighty Miner
Poison
Bats Firecracker Guards
Lightning
Tesla Mighty Miner
Rocket
Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake 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 Guards P.E.K.K.A Mighty Miner

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Firecracker Earthquake Guards Tesla Mighty Miner P.E.K.K.A

Shortest cycle

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

10 Bats The Log Firecracker Earthquake

Attack Synergies 0 8

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
Firecracker P.E.K.K.A
Firecracker
Bats Earthquake P.E.K.K.A
Tesla
Earthquake
Firecracker P.E.K.K.A The Log
Guards
The Log
P.E.K.K.A
Bats Firecracker Earthquake The Log
The Log
Earthquake Guards P.E.K.K.A
Mighty Miner

Defense Synergies 3 13

Bats
Firecracker Tesla Earthquake P.E.K.K.A The Log
Firecracker
The Log Bats Tesla Earthquake Guards P.E.K.K.A
Tesla
The Log Bats Firecracker Earthquake Guards
Earthquake
Bats Firecracker Tesla The Log
Guards
Firecracker Tesla The Log
P.E.K.K.A
The Log Bats Firecracker
The Log
Firecracker Tesla P.E.K.K.A Bats Earthquake Guards
Mighty Miner

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.

Earthquake Firecracker Tesla The Log
P.E.K.K.A Bats Firecracker Tesla The Log
Tesla P.E.K.K.A Bats
Tesla P.E.K.K.A Bats Firecracker Guards
Firecracker Earthquake P.E.K.K.A The Log
The Log Bats Firecracker Tesla Earthquake Guards
Bats Tesla Firecracker
Earthquake Tesla P.E.K.K.A The Log
Tesla P.E.K.K.A Mighty Miner
Guards Firecracker Tesla
Bats Guards Firecracker Tesla Earthquake The Log
Tesla Bats Firecracker
Tesla P.E.K.K.A Bats Earthquake Guards The Log
Bats Firecracker Tesla Earthquake Guards P.E.K.K.A The Log
P.E.K.K.A Tesla
Tesla P.E.K.K.A The Log
Tesla Bats Firecracker P.E.K.K.A
Tesla Bats Firecracker Guards The Log
Earthquake The Log Bats Firecracker Tesla Guards
P.E.K.K.A Tesla
Bats Firecracker Tesla Earthquake 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
Firecracker Tesla The Log
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 Mighty Miner
Firecracker Bats Tesla
Guards P.E.K.K.A Bats Tesla
P.E.K.K.A Mighty Miner Tesla
P.E.K.K.A Bats Firecracker The Log
P.E.K.K.A Tesla Guards
P.E.K.K.A Bats Tesla Guards
P.E.K.K.A Guards The Log
P.E.K.K.A Tesla Guards
Firecracker Tesla
Tesla Guards Bats Firecracker P.E.K.K.A The Log Mighty Miner
Bats Firecracker Tesla Earthquake P.E.K.K.A The Log Mighty Miner

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.)

Earthquake Firecracker Guards The Log
Firecracker The Log
Earthquake The Log
Earthquake Firecracker Guards The Log
Firecracker Earthquake The Log
Firecracker Bats
Firecracker Earthquake The Log
Earthquake The Log Firecracker
The Log Firecracker
Bats Guards
Firecracker Earthquake The Log
Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Bats
Firecracker Earthquake The Log
Firecracker Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Firecracker Earthquake The Log
Firecracker The Log Earthquake
The Log
Firecracker The Log
Bats Firecracker
Bats Firecracker Guards
Earthquake The Log
Firecracker
P.E.K.K.A Mighty Miner
Firecracker Earthquake The Log
Earthquake Bats Guards
Firecracker
The Log
Firecracker
The Log Firecracker Earthquake
Firecracker P.E.K.K.A
Bats Firecracker Guards The Log
Firecracker Bats
Firecracker The Log

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