My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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 Royal Giant P.E.K.K.A

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 The Log

Punishments

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

Royal Giant

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 P.E.K.K.A

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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

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.

Good

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 Firecracker Guards Tesla Royal Giant P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Firecracker

Attack Synergies 4 11

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 Zap Firecracker P.E.K.K.A
Zap
Firecracker P.E.K.K.A Bats Royal Giant Guards The Log
Firecracker
Zap Royal Giant Bats P.E.K.K.A
Tesla
Royal Giant
Bats Firecracker Zap Guards The Log
Guards
Zap Royal Giant The Log
P.E.K.K.A
Zap Bats Firecracker The Log
The Log
Zap Royal Giant Guards P.E.K.K.A

Defense Synergies 3 15

Bats
Zap Firecracker Tesla P.E.K.K.A The Log
Zap
Bats Firecracker Tesla Guards P.E.K.K.A The Log
Firecracker
The Log Bats Zap Tesla Guards P.E.K.K.A
Tesla
The Log Bats Zap Firecracker Guards
Royal Giant
Guards
Zap Firecracker Tesla The Log
P.E.K.K.A
The Log Bats Zap Firecracker
The Log
Firecracker Tesla P.E.K.K.A Bats Zap Guards

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 Firecracker Tesla The Log
P.E.K.K.A Bats Zap Firecracker Tesla The Log
Tesla P.E.K.K.A Bats
Tesla P.E.K.K.A Bats Firecracker Guards
Firecracker P.E.K.K.A The Log
The Log Bats Zap Firecracker Tesla Guards
Bats Tesla Zap Firecracker
Zap Tesla P.E.K.K.A The Log
Tesla P.E.K.K.A
Guards Firecracker Tesla
Bats Guards Zap Firecracker Tesla The Log
Tesla Bats Zap Firecracker
Tesla P.E.K.K.A Bats Zap Guards The Log
Bats Zap Firecracker Tesla Guards P.E.K.K.A The Log
P.E.K.K.A Tesla
Zap Tesla P.E.K.K.A The Log
Tesla Bats Firecracker P.E.K.K.A
Tesla Bats Zap Firecracker Guards The Log
Zap The Log Bats Firecracker Tesla Guards
P.E.K.K.A Tesla
Bats Firecracker 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 Zap Tesla P.E.K.K.A
Zap Firecracker Tesla The Log
Guards P.E.K.K.A Bats Zap The Log
Guards P.E.K.K.A Bats Zap Tesla The Log
P.E.K.K.A Tesla Guards
Firecracker Bats Zap Tesla
Guards P.E.K.K.A Bats Tesla
P.E.K.K.A Tesla
Zap 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 Zap Guards The Log
P.E.K.K.A Tesla Guards
Firecracker Tesla
Tesla Guards Bats Zap Firecracker P.E.K.K.A The Log
Bats Zap Firecracker Tesla P.E.K.K.A The Log
Zap

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.)

Firecracker Guards The Log
Firecracker Zap The Log
The Log
Firecracker Guards The Log
Zap Firecracker The Log
Firecracker Bats Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Bats Guards
Firecracker Zap The Log
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log
Bats
Zap Firecracker The Log
Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log
Firecracker The Log Zap
Zap The Log
Zap Firecracker The Log
Bats Zap Firecracker
Zap Bats Firecracker Guards
Zap The Log
Zap Firecracker
P.E.K.K.A
Firecracker The Log
Zap Bats Guards
Zap Firecracker
The Log
Firecracker
The Log Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Bats Firecracker Guards The Log
Firecracker Bats Zap
Zap Firecracker The Log
P.E.K.K.A
Firecracker

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