My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Bad

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Baby 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 Baby Dragon Electro Giant

Offensive cards

Win conditions

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

Wall Breakers Electro Giant

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 Wall Breakers Electro 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.

Mini P.E.K.K.A Wall Breakers Baby Dragon Electro Giant

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

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 Wall Breakers Skeleton Army
Giant Snowball
Bats Wall Breakers Skeleton Army Baby Dragon
Zap
Bats Wall Breakers Skeleton Army
Barbarian Barrel
Wall Breakers Skeleton Army
The Log
Mini P.E.K.K.A Wall Breakers Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Wall Breakers Skeleton Army
Royal Delivery
Bats Mini P.E.K.K.A Wall Breakers Skeleton Army Baby Dragon
Fireball
Wall Breakers Skeleton Army Baby Dragon
Poison
Bats Skeleton Army
Lightning
Mini P.E.K.K.A Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Electro Giant The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Baby Dragon Electro Giant

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.

Skeleton Army

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 Wall Breakers The Log Arrows Skeleton Army Mini P.E.K.K.A Baby Dragon Electro Giant

Shortest cycle

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

9 Bats Wall Breakers The Log Arrows

Attack Synergies 0 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
Mini P.E.K.K.A Wall Breakers Baby Dragon
Arrows
Mini P.E.K.K.A Wall Breakers
Mini P.E.K.K.A
Bats Arrows Baby Dragon Electro Giant The Log
Wall Breakers
Bats Arrows Baby Dragon The Log
Skeleton Army
Baby Dragon
Bats Mini P.E.K.K.A Wall Breakers Electro Giant
Electro Giant
Mini P.E.K.K.A Baby Dragon
The Log
Mini P.E.K.K.A Wall Breakers

Defense Synergies 1 9

Bats
Mini P.E.K.K.A Baby Dragon The Log
Arrows
Mini P.E.K.K.A
Mini P.E.K.K.A
The Log Bats Arrows Skeleton Army Baby Dragon Electro Giant
Wall Breakers
Skeleton Army
Mini P.E.K.K.A The Log
Baby Dragon
Bats Mini P.E.K.K.A The Log
Electro Giant
Mini P.E.K.K.A
The Log
Mini P.E.K.K.A Bats Skeleton Army Baby 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.

Baby Dragon The Log
Mini P.E.K.K.A Skeleton Army Bats The Log
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Skeleton Army Bats
Arrows Mini P.E.K.K.A Skeleton Army The Log
Arrows Skeleton Army The Log Bats Baby Dragon
Bats Arrows Baby Dragon
Arrows Baby Dragon Electro Giant The Log
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A
Bats Skeleton Army Arrows Baby Dragon Electro Giant The Log
Arrows Bats Baby Dragon
Mini P.E.K.K.A Skeleton Army Bats The Log
Skeleton Army Bats Arrows Mini P.E.K.K.A Baby Dragon The Log
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A Electro Giant The Log
Bats Arrows Mini P.E.K.K.A Skeleton Army
Arrows Bats Skeleton Army Baby Dragon The Log
Arrows Baby Dragon The Log Bats
Mini P.E.K.K.A
Skeleton Army Bats Arrows Mini P.E.K.K.A Baby Dragon Electro Giant The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Electro Giant
Arrows Mini P.E.K.K.A Baby Dragon The Log
Skeleton Army Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army Bats The Log
Mini P.E.K.K.A Skeleton Army
Arrows Electro Giant Bats Baby Dragon
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Skeleton Army
Bats Mini P.E.K.K.A Skeleton Army Baby Dragon The Log
Skeleton Army
Bats Mini P.E.K.K.A
Skeleton Army Arrows Electro Giant The Log
Mini P.E.K.K.A Skeleton Army
Skeleton Army Baby Dragon Electro Giant
Skeleton Army Electro Giant Bats Mini P.E.K.K.A Baby Dragon The Log
Bats Arrows Mini P.E.K.K.A Baby Dragon Electro Giant 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 Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows The Log
Arrows Baby Dragon The Log
Arrows Electro Giant Bats Baby Dragon
Arrows Baby Dragon The Log
Arrows The Log Baby Dragon
Arrows The Log
Bats Mini P.E.K.K.A
Arrows The Log
Arrows Baby Dragon
Baby Dragon The Log
Arrows Baby Dragon
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Baby Dragon The Log
Arrows Baby Dragon Electro Giant The Log
Baby Dragon The Log
Arrows
The Log
Arrows Baby Dragon The Log
Arrows Electro Giant The Log Baby Dragon
Arrows The Log Baby Dragon
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Bats Arrows Baby Dragon Electro Giant
Bats Electro Giant
Mini P.E.K.K.A
Arrows The Log
Arrows
Arrows The Log
Bats Skeleton Army
Arrows Baby Dragon
Arrows The Log
Mini P.E.K.K.A Baby Dragon
Arrows The Log Baby Dragon
Arrows Electro Giant
Electro Giant Bats Baby Dragon The Log
Bats
Baby Dragon Electro Giant The Log

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