My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 Firecracker Little Prince

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 Firecracker Elixir Golem Mega Knight Little Prince

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage

Punishments

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

Elixir Golem 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.

Elixir Golem 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.

Firecracker 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 Elixir Golem
Giant Snowball
Bats Little Prince
Zap
Bats Firecracker Little Prince
Barbarian Barrel
Firecracker Elixir Golem Little Prince
The Log
Firecracker Elixir Golem Mini P.E.K.K.A Little Prince
Earthquake
Firecracker Elixir Golem
Arrows
Bats Firecracker Little Prince
Royal Delivery
Bats Firecracker Elixir Golem Mini P.E.K.K.A Little Prince
Fireball
Firecracker Elixir Golem Little Prince
Poison
Bats Firecracker Elixir Golem Little Prince
Lightning
Mini P.E.K.K.A Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Elixir Golem Mini P.E.K.K.A Rage Mega Knight

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 Rage Arrows Firecracker Elixir Golem Little Prince Mini P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Rage Arrows Firecracker

Attack Synergies 3 13

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
Mega Knight Firecracker Elixir Golem Mini P.E.K.K.A Rage
Arrows
Elixir Golem Mini P.E.K.K.A Mega Knight
Firecracker
Elixir Golem Bats Mini P.E.K.K.A Mega Knight
Elixir Golem
Firecracker Rage Bats Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Arrows Firecracker Elixir Golem Rage Mega Knight Little Prince
Rage
Elixir Golem Bats Mini P.E.K.K.A
Mega Knight
Bats Arrows Firecracker Mini P.E.K.K.A
Little Prince
Mini P.E.K.K.A

Defense Synergies 1 7

Bats
Firecracker Mini P.E.K.K.A Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A Little Prince
Firecracker
Bats Mini P.E.K.K.A Mega Knight
Elixir Golem
Mini P.E.K.K.A
Bats Arrows Firecracker
Rage
Mega Knight
Arrows Bats Firecracker
Little Prince
Arrows

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.

Firecracker
Mini P.E.K.K.A Bats Firecracker Mega Knight
Mini P.E.K.K.A Mega Knight Bats
Mini P.E.K.K.A Bats Firecracker Mega Knight
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Arrows Bats Firecracker Mega Knight
Bats Arrows Firecracker Little Prince
Arrows Mega Knight
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Mega Knight Little Prince
Bats Arrows Firecracker Mega Knight
Arrows Bats Firecracker
Mini P.E.K.K.A Mega Knight Bats
Mega Knight Bats Arrows Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Arrows Firecracker Mini P.E.K.K.A
Arrows Mega Knight Bats Firecracker Little Prince
Arrows Bats Firecracker Mega Knight Little Prince
Mini P.E.K.K.A
Mega Knight Bats Arrows Firecracker Mini P.E.K.K.A Little Prince

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
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Mega Knight Bats Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Bats
Mini P.E.K.K.A Mega Knight
Arrows Firecracker Bats
Mini P.E.K.K.A Bats
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Firecracker Mini P.E.K.K.A
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Arrows
Mini P.E.K.K.A Mega Knight
Firecracker Mega Knight
Bats Firecracker Mini P.E.K.K.A Little Prince
Bats Arrows Mega Knight Firecracker Mini P.E.K.K.A
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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats Mini P.E.K.K.A
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Bats Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Arrows Firecracker Mega Knight Little Prince
Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight Little Prince
Arrows Firecracker
Arrows Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Little Prince
Bats Firecracker
Mini P.E.K.K.A
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Bats
Arrows Firecracker
Arrows
Firecracker Mini P.E.K.K.A Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Mega Knight Little Prince
Firecracker Mega Knight

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