My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Dragon

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 Knight Firecracker Royal Giant Electro Dragon 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 Arrows

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.

Knight 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 Electro Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Electro Dragon

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 Knight 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Knight Firecracker Electro Dragon Royal Giant P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Knight

Attack Synergies 9 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
Knight Royal Giant Zap Firecracker P.E.K.K.A
Zap
Arrows Firecracker P.E.K.K.A Bats Knight Royal Giant Electro Dragon
Arrows
Zap Royal Giant P.E.K.K.A Knight
Knight
Bats Firecracker Zap Arrows Electro Dragon
Firecracker
Zap Knight Royal Giant Bats P.E.K.K.A
Royal Giant
Bats Arrows Firecracker Zap Electro Dragon
Electro Dragon
Zap Knight Royal Giant P.E.K.K.A
P.E.K.K.A
Zap Arrows Bats Firecracker Electro Dragon

Defense Synergies 3 12

Bats
Knight Zap Firecracker P.E.K.K.A
Zap
Bats Arrows Knight Firecracker Electro Dragon P.E.K.K.A
Arrows
Zap Knight P.E.K.K.A
Knight
Bats Firecracker Electro Dragon Zap Arrows
Firecracker
Knight Bats Zap Electro Dragon P.E.K.K.A
Royal Giant
Electro Dragon
Knight Zap Firecracker
P.E.K.K.A
Bats Zap Arrows Firecracker

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 Knight Firecracker Electro Dragon
P.E.K.K.A Bats Zap Knight Firecracker Electro Dragon
P.E.K.K.A Bats Knight Electro Dragon
P.E.K.K.A Bats Knight Firecracker Electro Dragon
Arrows Firecracker P.E.K.K.A
Arrows Bats Zap Firecracker Electro Dragon
Bats Zap Arrows Firecracker Electro Dragon
Zap Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A
Knight Firecracker
Bats Zap Arrows Knight Firecracker Electro Dragon
Arrows Bats Zap Firecracker Electro Dragon
P.E.K.K.A Bats Zap Knight Electro Dragon
Bats Zap Arrows Firecracker Electro Dragon P.E.K.K.A
P.E.K.K.A Knight
Zap P.E.K.K.A
Bats Arrows Knight Firecracker Electro Dragon P.E.K.K.A
Arrows Bats Zap Knight Firecracker Electro Dragon
Zap Arrows Bats Knight Firecracker Electro Dragon
P.E.K.K.A
Bats Arrows Knight Firecracker Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A
Zap Arrows Knight Firecracker Electro Dragon
P.E.K.K.A Bats Zap Knight Electro Dragon
P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight
Arrows Firecracker Bats Zap Electro Dragon
P.E.K.K.A Bats Knight
P.E.K.K.A Knight
Zap Electro Dragon P.E.K.K.A Bats Knight Firecracker
P.E.K.K.A
P.E.K.K.A Bats Knight Electro Dragon
P.E.K.K.A Zap Arrows
P.E.K.K.A Knight
Firecracker Electro Dragon
Electro Dragon Bats Zap Knight Firecracker P.E.K.K.A
Bats Arrows Zap Firecracker Electro Dragon P.E.K.K.A
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 Knight Firecracker Electro Dragon
Arrows Firecracker Zap Electro Dragon
Arrows Electro Dragon
Arrows Knight Firecracker
Zap Arrows Firecracker
Arrows Firecracker Bats Zap Electro Dragon
Arrows Firecracker
Arrows Zap Firecracker Electro Dragon
Arrows Zap Firecracker Electro Dragon
Bats Electro Dragon
Firecracker Zap Arrows Knight Electro Dragon
Zap Arrows Firecracker Electro Dragon
Knight Firecracker
Arrows Firecracker Electro Dragon
Zap Arrows Firecracker
Zap Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows
Bats
Zap Arrows Firecracker Electro Dragon
Zap Arrows Firecracker Electro Dragon
Arrows
Zap Arrows Electro Dragon
Zap Arrows Firecracker Electro Dragon
Arrows Firecracker Zap Electro Dragon
Zap Arrows Electro Dragon
Zap Arrows Firecracker
Bats Zap Arrows Firecracker Electro Dragon
Zap Electro Dragon Bats Firecracker
Zap Arrows Electro Dragon
Zap Arrows Firecracker Electro Dragon
P.E.K.K.A
Arrows Firecracker
Zap Bats Electro Dragon
Zap Arrows Firecracker Electro Dragon
Arrows
Knight Firecracker Electro Dragon
Arrows Zap Firecracker Electro Dragon
Zap Arrows
Firecracker Electro Dragon P.E.K.K.A
Zap Electro Dragon Bats Firecracker
Firecracker Bats Zap Electro Dragon
Electro Dragon Zap Firecracker
P.E.K.K.A
Firecracker Electro Dragon

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