My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats 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 Elixir Golem Electro Dragon 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.

Elixir Golem

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.

Elixir Golem Mini P.E.K.K.A 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.

Elixir Golem Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro Dragon 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Elixir Golem Mini P.E.K.K.A Electro Dragon P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Zap Arrows Elixir Golem

Attack Synergies 4 16

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 Zap Elixir Golem Mini P.E.K.K.A P.E.K.K.A
Zap
Arrows P.E.K.K.A Bats Elixir Golem Mini P.E.K.K.A Electro Dragon Mega Knight
Arrows
Zap P.E.K.K.A Elixir Golem Mini P.E.K.K.A Mega Knight
Elixir Golem
Bats Zap Arrows Mini P.E.K.K.A Electro Dragon
Mini P.E.K.K.A
Bats Zap Arrows Elixir Golem Mega Knight
Electro Dragon
Zap Elixir Golem P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Arrows Bats Electro Dragon
Mega Knight
Bats Zap Arrows Mini P.E.K.K.A Electro Dragon

Defense Synergies 3 10

Bats
Zap Mini P.E.K.K.A P.E.K.K.A Mega Knight
Zap
Mini P.E.K.K.A Mega Knight Bats Arrows Electro Dragon P.E.K.K.A
Arrows
Mega Knight Zap Mini P.E.K.K.A P.E.K.K.A
Elixir Golem
Mini P.E.K.K.A
Zap Bats Arrows Electro Dragon
Electro Dragon
Zap Mini P.E.K.K.A
P.E.K.K.A
Bats Zap Arrows
Mega Knight
Zap Arrows Bats

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 Electro Dragon
Mini P.E.K.K.A P.E.K.K.A Bats Zap Electro Dragon Mega Knight
Mini P.E.K.K.A P.E.K.K.A Mega Knight Bats Electro Dragon
Mini P.E.K.K.A P.E.K.K.A Bats Electro Dragon Mega Knight
Arrows Mini P.E.K.K.A P.E.K.K.A Mega Knight
Arrows Bats Zap Electro Dragon Mega Knight
Bats Zap Arrows Electro Dragon
Zap Arrows Electro Dragon P.E.K.K.A Mega Knight
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Bats Zap Arrows Electro Dragon Mega Knight
Arrows Bats Zap Electro Dragon
Mini P.E.K.K.A P.E.K.K.A Mega Knight Bats Zap Electro Dragon
Mega Knight Bats Zap Arrows Mini P.E.K.K.A Electro Dragon P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Zap Mini P.E.K.K.A P.E.K.K.A Mega Knight
Mega Knight Bats Arrows Mini P.E.K.K.A Electro Dragon P.E.K.K.A
Arrows Mega Knight Bats Zap Electro Dragon
Zap Arrows Bats Electro Dragon Mega Knight
Mini P.E.K.K.A P.E.K.K.A
Mega Knight Bats Arrows Mini P.E.K.K.A Electro Dragon P.E.K.K.A
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 Mega Knight Zap P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Electro Dragon Mega Knight
P.E.K.K.A Mega Knight Bats Zap Mini P.E.K.K.A Electro Dragon
Mini P.E.K.K.A P.E.K.K.A Mega Knight Bats Zap
P.E.K.K.A Mini P.E.K.K.A Mega Knight
Arrows Bats Zap Electro Dragon
Mini P.E.K.K.A P.E.K.K.A Bats
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Zap Electro Dragon P.E.K.K.A Mega Knight Bats Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Mega Knight Bats Mini P.E.K.K.A Electro Dragon
P.E.K.K.A Mega Knight Zap Arrows
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Electro Dragon Mega Knight
Electro Dragon Bats Zap Mini P.E.K.K.A P.E.K.K.A
Bats Arrows Mega Knight Zap Mini P.E.K.K.A 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 Electro Dragon
Arrows Zap Electro Dragon
Arrows Electro Dragon
Arrows
Zap Arrows Mega Knight
Arrows Bats Zap Electro Dragon
Arrows
Arrows Zap Electro Dragon
Arrows Zap Electro Dragon
Bats Mini P.E.K.K.A Electro Dragon
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon
Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon
Arrows Electro Dragon Mega Knight
Arrows
Bats Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Electro Dragon Mega Knight
Zap Arrows Electro Dragon Mega Knight
Mega Knight
Arrows
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon Mega Knight
Arrows Zap Electro Dragon
Zap Arrows Electro Dragon Mega Knight
Zap Arrows
Bats Zap Arrows Electro Dragon
Zap Electro Dragon Bats
Mini P.E.K.K.A
Zap Arrows Electro Dragon Mega Knight
Zap Arrows Electro Dragon
P.E.K.K.A Mega Knight
Arrows
Zap Bats Electro Dragon
Zap Arrows Electro Dragon
Arrows
Mini P.E.K.K.A Electro Dragon Mega Knight
Arrows Zap Electro Dragon
Zap Arrows
Electro Dragon P.E.K.K.A Mega Knight
Zap Electro Dragon Bats
Bats Zap Electro Dragon
Electro Dragon Zap Mega Knight
P.E.K.K.A
Electro Dragon Mega Knight

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