My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

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!
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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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 P.E.K.K.A Mega Knight

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.

Arrows Barbarian Barrel Rage The Log

Punishments

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

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.

Barbarian Barrel P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Barbarian Barrel 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 Rage P.E.K.K.A 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Barbarian Barrel Rage The Log Arrows P.E.K.K.A Mega Knight

Shortest cycle

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

6 Mirror Bats Barbarian Barrel Rage

Attack Synergies 4 9

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 Barbarian Barrel Rage P.E.K.K.A
Arrows
Mirror P.E.K.K.A Mega Knight
Mirror
Arrows The Log Barbarian Barrel
Barbarian Barrel
Bats Mirror P.E.K.K.A Mega Knight
Rage
Bats
P.E.K.K.A
Arrows Bats Barbarian Barrel The Log
The Log
Mirror P.E.K.K.A Mega Knight
Mega Knight
Bats Arrows Barbarian Barrel The Log

Defense Synergies 4 11

Bats
Barbarian Barrel P.E.K.K.A The Log Mega Knight
Arrows
Mirror Mega Knight Barbarian Barrel P.E.K.K.A
Mirror
Arrows Barbarian Barrel The Log Mega Knight
Barbarian Barrel
Mirror Bats Arrows P.E.K.K.A Mega Knight
Rage
P.E.K.K.A
The Log Bats Arrows Barbarian Barrel
The Log
P.E.K.K.A Bats Mirror Mega Knight
Mega Knight
Arrows Bats Mirror Barbarian Barrel The Log

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.

Barbarian Barrel The Log
P.E.K.K.A Bats The Log Mega Knight
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Bats Mega Knight
Arrows Barbarian Barrel P.E.K.K.A The Log Mega Knight
Arrows Barbarian Barrel The Log Bats Mega Knight
Bats Arrows
Arrows Barbarian Barrel P.E.K.K.A The Log Mega Knight
P.E.K.K.A
Barbarian Barrel Mega Knight
Bats Arrows Barbarian Barrel The Log Mega Knight
Arrows Bats
P.E.K.K.A Mega Knight Bats The Log
Mega Knight Bats Arrows Barbarian Barrel P.E.K.K.A The Log
P.E.K.K.A Mega Knight
P.E.K.K.A The Log Mega Knight
Mega Knight Bats Arrows P.E.K.K.A
Arrows Mega Knight Bats Barbarian Barrel The Log
Arrows Barbarian Barrel The Log Bats Mega Knight
P.E.K.K.A
Mega Knight Bats Arrows Barbarian Barrel P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Barbarian Barrel P.E.K.K.A
Arrows Barbarian Barrel The Log Mega Knight
P.E.K.K.A Mega Knight Bats The Log
P.E.K.K.A Mega Knight Bats Barbarian Barrel The Log
P.E.K.K.A Mega Knight
Arrows Bats
P.E.K.K.A Bats
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats Barbarian Barrel The Log
P.E.K.K.A
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Arrows The Log
P.E.K.K.A Mega Knight
Mega Knight
Bats Barbarian Barrel P.E.K.K.A The Log
Bats Arrows Mega Knight Barbarian Barrel P.E.K.K.A The Log
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 Barbarian Barrel The Log
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log Mega Knight
Arrows Bats
Arrows The Log
Arrows The Log Barbarian Barrel
Arrows The Log
Bats
Arrows Barbarian Barrel The Log
Arrows
Barbarian Barrel The Log
Arrows Barbarian Barrel
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log Mega Knight
Arrows Barbarian Barrel
Bats
Arrows Barbarian Barrel The Log Mega Knight
Arrows Barbarian Barrel The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows Barbarian Barrel The Log
Arrows The Log Barbarian Barrel Mega Knight
Arrows The Log Barbarian Barrel
Arrows The Log Mega Knight
Arrows Barbarian Barrel The Log
Bats Arrows
Bats
Arrows The Log Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows The Log
Bats Barbarian Barrel
Arrows
Arrows The Log Barbarian Barrel
Mega Knight
Arrows The Log
Arrows
P.E.K.K.A Mega Knight
Bats The Log
Bats
Barbarian Barrel The Log Mega Knight
P.E.K.K.A
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: