My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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

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 Elixir Golem Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

Damage spells

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

Arrows

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 Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Mega Knight

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.

Barbarians

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.

Mirror Bats Arrows Elixir Golem Mini P.E.K.K.A Hog Rider Barbarians Mega Knight

Shortest cycle

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

8 Mirror Bats Arrows Elixir Golem

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
Hog Rider Mega Knight Elixir Golem Mini P.E.K.K.A
Arrows
Hog Rider Mirror Elixir Golem Mini P.E.K.K.A Mega Knight
Barbarians
Hog Rider
Elixir Golem
Bats Arrows Mini P.E.K.K.A Hog Rider Mirror
Mini P.E.K.K.A
Bats Arrows Elixir Golem Hog Rider Mirror Mega Knight
Hog Rider
Bats Arrows Barbarians Elixir Golem Mini P.E.K.K.A Mirror Mega Knight
Mirror
Arrows Elixir Golem Mini P.E.K.K.A Hog Rider
Mega Knight
Bats Arrows Mini P.E.K.K.A Hog Rider

Defense Synergies 2 6

Bats
Mini P.E.K.K.A Mega Knight
Arrows
Mirror Mega Knight Barbarians Mini P.E.K.K.A
Barbarians
Arrows
Elixir Golem
Mini P.E.K.K.A
Bats Arrows Mirror
Hog Rider
Mirror
Arrows Mini P.E.K.K.A Mega Knight
Mega Knight
Arrows Bats Mirror

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.

Barbarians Mini P.E.K.K.A Bats Mega Knight
Barbarians Mini P.E.K.K.A Mega Knight Bats
Barbarians Mini P.E.K.K.A Bats Mega Knight
Arrows Barbarians Mini P.E.K.K.A Mega Knight
Arrows Bats Mega Knight
Bats Arrows
Arrows Barbarians Mega Knight
Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Mega Knight
Bats Barbarians Arrows Mega Knight
Arrows Bats
Barbarians Mini P.E.K.K.A Mega Knight Bats
Mega Knight Bats Arrows Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Mega Knight Bats Arrows Mini P.E.K.K.A
Arrows Mega Knight Bats Barbarians
Arrows Bats Barbarians Mega Knight
Barbarians Mini P.E.K.K.A
Mega Knight Bats Arrows Barbarians Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Barbarians Mega Knight Bats Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Bats Barbarians
Barbarians Mini P.E.K.K.A Mega Knight
Arrows Bats
Mini P.E.K.K.A Bats Barbarians
Mini P.E.K.K.A Mega Knight Barbarians
Mega Knight Bats Barbarians Mini P.E.K.K.A
Barbarians
Mega Knight Bats Barbarians Mini P.E.K.K.A
Mega Knight Arrows Barbarians
Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Mega Knight
Barbarians Bats Mini P.E.K.K.A
Bats Arrows Mega Knight Barbarians 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
Arrows
Arrows
Arrows Barbarians
Arrows Mega Knight
Arrows Bats
Arrows
Arrows
Arrows
Bats Mini P.E.K.K.A
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows Barbarians
Arrows Mega Knight
Arrows
Arrows Mega Knight
Arrows
Bats Arrows
Bats
Mini P.E.K.K.A
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Barbarians
Arrows
Arrows
Mini P.E.K.K.A Mega Knight
Arrows
Arrows
Mega Knight
Bats
Bats
Mega Knight
Mega Knight

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