My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Dark Prince P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

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.

Mini P.E.K.K.A Goblin Barrel Dark Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A Dark Prince 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.

Mini P.E.K.K.A Goblin Barrel Dark Prince

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 Goblin Barrel Guards Dark Prince
Giant Snowball
Bats Goblin Barrel Guards
Zap
Bats Goblin Barrel Guards Dark Prince
Barbarian Barrel
Goblin Barrel Guards Dark Prince
The Log
Mini P.E.K.K.A Goblin Barrel Guards Dark Prince
Earthquake
Goblin Barrel Guards
Arrows
Bats Goblin Barrel Guards
Royal Delivery
Bats Mini P.E.K.K.A Goblin Barrel Guards Dark Prince P.E.K.K.A
Fireball
Goblin Barrel
Poison
Bats Guards
Lightning
Mini P.E.K.K.A Dark Prince
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 Dark Prince 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 Arrows Mini P.E.K.K.A Guards Dark Prince 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.

Goblin Barrel

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.

Goblin Barrel

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.

Bad

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 Goblin Barrel Guards Mini P.E.K.K.A Dark Prince P.E.K.K.A

Shortest cycle

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

10 Bats The Log Arrows Goblin Barrel

Attack Synergies 2 13

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
Mini P.E.K.K.A Goblin Barrel Dark Prince P.E.K.K.A
Arrows
P.E.K.K.A Mini P.E.K.K.A Goblin Barrel Dark Prince
Mini P.E.K.K.A
Bats Arrows Dark Prince The Log
Goblin Barrel
Dark Prince Bats Arrows Guards P.E.K.K.A
Guards
Goblin Barrel The Log
Dark Prince
Goblin Barrel Bats Arrows Mini P.E.K.K.A
P.E.K.K.A
Arrows Bats Goblin Barrel The Log
The Log
Mini P.E.K.K.A Guards P.E.K.K.A

Defense Synergies 2 10

Bats
Mini P.E.K.K.A Dark Prince P.E.K.K.A The Log
Arrows
Mini P.E.K.K.A Dark Prince P.E.K.K.A
Mini P.E.K.K.A
The Log Bats Arrows Guards
Goblin Barrel
Guards
Mini P.E.K.K.A The Log
Dark Prince
Bats Arrows The Log
P.E.K.K.A
The Log Bats Arrows
The Log
Mini P.E.K.K.A P.E.K.K.A Bats Guards Dark Prince

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.

The Log
Mini P.E.K.K.A P.E.K.K.A Bats Dark Prince The Log
Mini P.E.K.K.A P.E.K.K.A Bats Dark Prince
Mini P.E.K.K.A P.E.K.K.A Bats Guards Dark Prince
Arrows Mini P.E.K.K.A Dark Prince P.E.K.K.A The Log
Arrows The Log Bats Guards Dark Prince
Bats Arrows
Arrows P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Guards Mini P.E.K.K.A Dark Prince
Bats Guards Arrows Dark Prince The Log
Arrows Bats
Mini P.E.K.K.A P.E.K.K.A Bats Guards Dark Prince The Log
Bats Arrows Mini P.E.K.K.A Guards Dark Prince P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A The Log
Bats Arrows Mini P.E.K.K.A Dark Prince P.E.K.K.A
Arrows Bats Guards Dark Prince The Log
Arrows The Log Bats Guards Dark Prince
Mini P.E.K.K.A P.E.K.K.A
Dark Prince Bats Arrows Mini P.E.K.K.A Guards P.E.K.K.A The Log
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Dark Prince P.E.K.K.A
Arrows Mini P.E.K.K.A The Log
Guards P.E.K.K.A Bats Mini P.E.K.K.A Dark Prince The Log
Mini P.E.K.K.A Guards Dark Prince P.E.K.K.A Bats The Log
P.E.K.K.A Mini P.E.K.K.A Guards Dark Prince
Arrows Bats
Mini P.E.K.K.A Guards Dark Prince P.E.K.K.A Bats
Mini P.E.K.K.A P.E.K.K.A Dark Prince
P.E.K.K.A Bats Mini P.E.K.K.A Dark Prince The Log
P.E.K.K.A Guards
P.E.K.K.A Bats Mini P.E.K.K.A Guards Dark Prince
P.E.K.K.A Arrows Guards Dark Prince The Log
Mini P.E.K.K.A Dark Prince P.E.K.K.A Guards
Guards Bats Mini P.E.K.K.A Dark Prince P.E.K.K.A The Log
Bats Arrows Mini P.E.K.K.A Dark Prince 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 Guards The Log
Arrows The Log
Arrows The Log
Arrows Guards Dark Prince The Log
Arrows Dark Prince The Log
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log
Bats Mini P.E.K.K.A Guards
Arrows Dark Prince The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Dark Prince The Log
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Dark Prince
Arrows The Log
Arrows The Log
Arrows The Log
Bats Arrows
Bats Guards
Mini P.E.K.K.A
Arrows The Log
Arrows
P.E.K.K.A
Arrows The Log
Bats Guards Dark Prince
Arrows
Arrows The Log
Mini P.E.K.K.A Dark Prince
Arrows The Log
Arrows
Dark Prince P.E.K.K.A
Bats Guards The Log
Bats
Dark Prince The Log
P.E.K.K.A

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