My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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 Inferno 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 Firecracker P.E.K.K.A Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows The Log

Punishments

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

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.

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

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 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 P.E.K.K.A Inferno Dragon 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 The Log Arrows Firecracker Hog Rider Inferno Dragon P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats The Log Arrows Firecracker

Attack Synergies 7 10

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 Firecracker P.E.K.K.A Inferno Dragon
Arrows
Hog Rider P.E.K.K.A Mega Knight
Firecracker
Hog Rider Bats P.E.K.K.A Inferno Dragon Mega Knight
Hog Rider
Bats Arrows Firecracker The Log Mega Knight
P.E.K.K.A
Arrows Bats Firecracker The Log
The Log
Hog Rider P.E.K.K.A Mega Knight
Inferno Dragon
Mega Knight Bats Firecracker
Mega Knight
Bats Inferno Dragon Arrows Firecracker Hog Rider The Log

Defense Synergies 3 11

Bats
Firecracker P.E.K.K.A The Log Inferno Dragon Mega Knight
Arrows
Mega Knight P.E.K.K.A
Firecracker
The Log Bats P.E.K.K.A Mega Knight
Hog Rider
P.E.K.K.A
The Log Bats Arrows Firecracker
The Log
Firecracker P.E.K.K.A Bats Inferno Dragon Mega Knight
Inferno Dragon
Bats The Log Mega Knight
Mega Knight
Arrows Bats Firecracker The Log Inferno Dragon

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 The Log
P.E.K.K.A Inferno Dragon Bats Firecracker The Log Mega Knight
P.E.K.K.A Mega Knight Bats Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Firecracker Mega Knight
Arrows Firecracker P.E.K.K.A The Log Mega Knight
Arrows The Log Bats Firecracker Mega Knight
Bats Inferno Dragon Arrows Firecracker
Arrows P.E.K.K.A The Log Mega Knight
P.E.K.K.A Inferno Dragon
Firecracker Mega Knight
Bats Arrows Firecracker The Log Mega Knight
Arrows Inferno Dragon Bats Firecracker
P.E.K.K.A Mega Knight Bats The Log
Mega Knight Bats Arrows Firecracker P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Mega Knight
P.E.K.K.A The Log Inferno Dragon Mega Knight
Mega Knight Bats Arrows Firecracker P.E.K.K.A
Arrows Mega Knight Bats Firecracker The Log
Arrows The Log Bats Firecracker Inferno Dragon Mega Knight
P.E.K.K.A Inferno Dragon
Mega Knight Bats Arrows Firecracker 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.

Mega Knight P.E.K.K.A
Arrows Firecracker The Log Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Bats The Log
P.E.K.K.A Mega Knight Bats The Log
P.E.K.K.A Inferno Dragon Mega Knight
Arrows Firecracker Bats
P.E.K.K.A Bats
P.E.K.K.A Mega Knight Inferno Dragon
P.E.K.K.A Mega Knight Bats Firecracker The Log Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Bats
P.E.K.K.A Mega Knight Arrows The Log
P.E.K.K.A Mega Knight
Firecracker Mega Knight
Bats Firecracker P.E.K.K.A The Log Inferno Dragon
Bats Arrows Mega Knight Firecracker P.E.K.K.A The Log Inferno Dragon
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 The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker Bats
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Bats
Firecracker Arrows The Log
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows
Bats
Arrows Firecracker The Log Mega Knight
Arrows Firecracker The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log Mega Knight
Inferno Dragon
Arrows Firecracker The Log
Arrows The Log Mega Knight
Arrows Firecracker The Log
Bats Arrows Firecracker
Bats Firecracker
Arrows The Log Mega Knight
Arrows Firecracker
P.E.K.K.A Mega Knight
Arrows Firecracker The Log
Bats
Arrows Firecracker
Arrows The Log
Firecracker Mega Knight
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A Mega Knight
Bats Firecracker The Log
Firecracker Bats
Firecracker The Log Mega Knight
P.E.K.K.A Inferno Dragon
Firecracker Mega Knight

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