My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Cannon

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 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.

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.

Goblin Barrel Mega Knight

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.

Knight 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.

Goblin Barrel

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

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.

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 Knight Cannon Goblin Barrel 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 Knight

Attack Synergies 4 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
Knight Mega Knight Goblin Barrel P.E.K.K.A
Arrows
P.E.K.K.A Knight Goblin Barrel Mega Knight
Knight
Bats Goblin Barrel Arrows The Log
Cannon
Goblin Barrel
Knight Bats Arrows P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Bats Goblin Barrel The Log
The Log
Knight P.E.K.K.A Mega Knight
Mega Knight
Bats Arrows Goblin Barrel The Log

Defense Synergies 5 9

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

Knight Cannon The Log
P.E.K.K.A Bats Knight Cannon The Log Mega Knight
Cannon P.E.K.K.A Mega Knight Bats Knight
Cannon P.E.K.K.A Bats Knight Mega Knight
Arrows P.E.K.K.A The Log Mega Knight
Arrows The Log Bats Cannon Mega Knight
Bats Arrows Cannon
Arrows Cannon P.E.K.K.A The Log Mega Knight
Cannon P.E.K.K.A
Knight Cannon Mega Knight
Bats Arrows Knight Cannon The Log Mega Knight
Arrows Bats
Cannon P.E.K.K.A Mega Knight Bats Knight The Log
Mega Knight Bats Arrows Cannon P.E.K.K.A The Log
P.E.K.K.A Knight Cannon Mega Knight
Cannon P.E.K.K.A The Log Mega Knight
Mega Knight Bats Arrows Knight Cannon P.E.K.K.A
Arrows Cannon Mega Knight Bats Knight The Log
Arrows The Log Bats Knight Cannon Mega Knight
P.E.K.K.A Cannon
Mega Knight Bats Arrows Knight Cannon 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.

Knight Mega Knight P.E.K.K.A
Arrows Knight The Log Mega Knight
P.E.K.K.A Mega Knight Bats Knight The Log
P.E.K.K.A Mega Knight Bats Knight The Log
P.E.K.K.A Knight Cannon Mega Knight
Arrows Bats
P.E.K.K.A Bats Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Bats Knight The Log
P.E.K.K.A Cannon
P.E.K.K.A Mega Knight Bats Knight
P.E.K.K.A Mega Knight Arrows The Log
P.E.K.K.A Mega Knight Knight Cannon
Cannon Mega Knight
Bats Knight P.E.K.K.A The Log
Bats Arrows Mega Knight Cannon P.E.K.K.A The Log
Arrows Cannon

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

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