My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats

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 Royal Giant Fisherman Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows The Log

Punishments

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

Royal Giant Mini P.E.K.K.A Mega Knight

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.

Royal Giant Mini P.E.K.K.A Mega Knight

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.

Mini 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
Bats Royal Giant Fisherman
Giant Snowball
Bats Fisherman
Zap
Bats Royal Giant Fisherman
Barbarian Barrel
The Log
Royal Giant Mini P.E.K.K.A Fisherman
Earthquake
Arrows
Bats
Royal Delivery
Bats Mini P.E.K.K.A Fisherman
Fireball
Fisherman
Poison
Bats Fisherman
Lightning
Mini P.E.K.K.A Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows The Log Mega Knight

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 Mini P.E.K.K.A Mega Knight

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.

Royal Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Arrows Fisherman Mini P.E.K.K.A Royal Giant Mega Knight

Shortest cycle

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

9 Bats Zap The Log Arrows

Attack Synergies 5 16

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
Royal Giant Mega Knight Zap Mini P.E.K.K.A Fisherman
Zap
Arrows Bats Royal Giant Mini P.E.K.K.A The Log Fisherman Mega Knight
Arrows
Zap Royal Giant Mini P.E.K.K.A Mega Knight
Royal Giant
Bats Arrows Fisherman Zap The Log
Mini P.E.K.K.A
Bats Zap Arrows The Log Mega Knight
The Log
Zap Royal Giant Mini P.E.K.K.A Fisherman Mega Knight
Fisherman
Royal Giant Bats Zap The Log Mega Knight
Mega Knight
Bats Zap Arrows Mini P.E.K.K.A The Log Fisherman

Defense Synergies 4 13

Bats
Zap Mini P.E.K.K.A The Log Fisherman Mega Knight
Zap
Mini P.E.K.K.A Mega Knight Bats Arrows The Log Fisherman
Arrows
Mega Knight Zap Mini P.E.K.K.A
Royal Giant
Mini P.E.K.K.A
Zap The Log Bats Arrows Fisherman
The Log
Mini P.E.K.K.A Bats Zap Fisherman Mega Knight
Fisherman
Bats Zap Mini P.E.K.K.A The Log Mega Knight
Mega Knight
Zap Arrows Bats The Log Fisherman

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.

Zap The Log
Mini P.E.K.K.A Bats Zap The Log Fisherman Mega Knight
Mini P.E.K.K.A Fisherman Mega Knight Bats
Mini P.E.K.K.A Bats Fisherman Mega Knight
Arrows Mini P.E.K.K.A The Log Mega Knight
Arrows The Log Bats Zap Mega Knight
Bats Zap Arrows
Zap Arrows The Log Mega Knight
Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Fisherman Mega Knight
Bats Zap Arrows The Log Fisherman Mega Knight
Arrows Bats Zap
Mini P.E.K.K.A Mega Knight Bats Zap The Log
Mega Knight Bats Zap Arrows Mini P.E.K.K.A The Log
Mini P.E.K.K.A Mega Knight
Zap Mini P.E.K.K.A The Log Fisherman Mega Knight
Mega Knight Bats Arrows Mini P.E.K.K.A Fisherman
Arrows Mega Knight Bats Zap The Log Fisherman
Zap Arrows The Log Bats Fisherman Mega Knight
Mini P.E.K.K.A Fisherman
Mega Knight Bats Arrows Mini P.E.K.K.A The Log Fisherman
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Zap Fisherman
Zap Arrows Mini P.E.K.K.A The Log Fisherman Mega Knight
Mega Knight Bats Zap Mini P.E.K.K.A The Log Fisherman
Mini P.E.K.K.A Mega Knight Bats Zap The Log Fisherman
Mini P.E.K.K.A Fisherman Mega Knight
Arrows Bats Zap
Mini P.E.K.K.A Bats
Mini P.E.K.K.A Mega Knight Fisherman
Zap Mega Knight Bats Mini P.E.K.K.A The Log
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Zap Arrows The Log
Mini P.E.K.K.A Mega Knight
Mega Knight
Bats Zap Mini P.E.K.K.A The Log Fisherman
Bats Arrows Mega Knight Zap Mini P.E.K.K.A The Log
Zap 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 The Log
Arrows Zap The Log Fisherman
Arrows The Log
Arrows The Log
Zap Arrows The Log Mega Knight
Arrows Bats Zap
Arrows The Log
Arrows The Log Zap
Arrows The Log Zap Fisherman
Bats Mini P.E.K.K.A Fisherman
Zap Arrows The Log Fisherman
Zap Arrows
The Log Fisherman
Arrows Fisherman
Zap Arrows The Log Fisherman
Zap Arrows The Log
Arrows The Log Mega Knight
Arrows
Bats Mini P.E.K.K.A Fisherman
Zap Arrows Mini P.E.K.K.A The Log Fisherman Mega Knight
Zap Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log Fisherman
Zap Arrows The Log
Zap Arrows The Log Mega Knight
Fisherman
Arrows The Log Zap Fisherman
Zap Arrows The Log Fisherman Mega Knight
Zap Arrows The Log Fisherman
Bats Zap Arrows
Zap Bats
Mini P.E.K.K.A
Zap Arrows The Log Mega Knight
Zap Arrows
Mega Knight
Arrows The Log
Zap Bats
Zap Arrows
Arrows The Log
Mini P.E.K.K.A Mega Knight
Arrows The Log Zap
Zap Arrows
Mega Knight
Zap Bats The Log
Bats Zap
Zap The Log Mega Knight
Mega Knight

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