My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard

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 Wizard Bandit Mega Knight Goblinstein

Offensive cards

Win conditions

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

Missing

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 Bandit 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.

Mini P.E.K.K.A Bandit 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 Bandit

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 Bandit
Giant Snowball
Bats
Zap
Bats Bandit
Barbarian Barrel
Wizard Bandit
The Log
Mini P.E.K.K.A Bandit
Earthquake
Arrows
Bats
Royal Delivery
Bats Mini P.E.K.K.A Wizard Bandit
Fireball
Wizard Bandit
Poison
Bats Wizard
Lightning
Mini P.E.K.K.A Wizard Bandit Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Mini P.E.K.K.A Mega Knight

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.

Wizard

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.

RIP

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 Bandit Mini P.E.K.K.A Wizard Goblinstein Mega Knight

Shortest cycle

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

10 Bats The Log Arrows Bandit

Attack Synergies 1 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
Mega Knight Mini P.E.K.K.A Bandit
Arrows
Mini P.E.K.K.A Bandit Mega Knight
Mini P.E.K.K.A
Bats Arrows Wizard The Log Mega Knight
Wizard
Mini P.E.K.K.A Bandit Mega Knight
The Log
Mini P.E.K.K.A Bandit Mega Knight
Bandit
Bats Arrows Wizard The Log Mega Knight
Mega Knight
Bats Arrows Mini P.E.K.K.A Wizard The Log Bandit
Goblinstein

Defense Synergies 2 13

Bats
Mini P.E.K.K.A The Log Bandit Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A Bandit
Mini P.E.K.K.A
The Log Bats Arrows Wizard
Wizard
Mini P.E.K.K.A The Log Bandit Mega Knight
The Log
Mini P.E.K.K.A Bats Wizard Bandit Mega Knight
Bandit
Bats Arrows Wizard The Log Mega Knight
Mega Knight
Arrows Bats Wizard The Log Bandit
Goblinstein

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.

Wizard The Log
Mini P.E.K.K.A Bats The Log Bandit Mega Knight
Mini P.E.K.K.A Mega Knight Bats Bandit
Mini P.E.K.K.A Bats Bandit Mega Knight
Arrows Mini P.E.K.K.A The Log Mega Knight
Arrows The Log Bats Bandit Mega Knight
Bats Arrows Wizard
Arrows The Log Bandit Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Bandit Mega Knight
Bats Arrows Wizard The Log Bandit Mega Knight
Arrows Bats Wizard
Mini P.E.K.K.A Mega Knight Bats Wizard The Log Bandit
Wizard Mega Knight Bats Arrows Mini P.E.K.K.A The Log
Mini P.E.K.K.A Bandit Mega Knight
Mini P.E.K.K.A The Log Bandit Mega Knight
Wizard Mega Knight Bats Arrows Mini P.E.K.K.A
Arrows Mega Knight Bats Wizard The Log Bandit
Arrows Wizard The Log Bats Bandit Mega Knight
Mini P.E.K.K.A
Wizard Mega Knight Bats Arrows Mini P.E.K.K.A The Log Bandit

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 Bandit
Bandit Arrows Mini P.E.K.K.A Wizard The Log Mega Knight
Bandit Mega Knight Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Mega Knight Bats The Log Bandit
Mini P.E.K.K.A Bandit Mega Knight
Arrows Wizard Bats
Mini P.E.K.K.A Bats Bandit
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Mini P.E.K.K.A The Log Bandit
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Arrows The Log
Mini P.E.K.K.A Mega Knight Wizard Bandit
Wizard Mega Knight
Bats Mini P.E.K.K.A The Log
Bats Arrows Mega Knight Mini P.E.K.K.A Wizard 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 The Log Bandit
Arrows The Log Bandit
Arrows The Log Bandit
Arrows The Log
Wizard Arrows The Log Mega Knight
Arrows Wizard Bats
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard Bandit
Bats Mini P.E.K.K.A
Arrows Wizard The Log Bandit
Arrows Wizard
The Log Bandit
Arrows Bandit
Arrows The Log
Arrows Wizard The Log Bandit
Arrows Wizard The Log Bandit Mega Knight
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard The Log Bandit Mega Knight
Arrows Wizard The Log Mega Knight
The Log Mega Knight
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Mega Knight
Arrows The Log Wizard Bandit
Arrows Wizard The Log Bandit Mega Knight
Arrows The Log Bandit
Bats Arrows Wizard
Bats Wizard
Mini P.E.K.K.A
Arrows Wizard The Log Bandit Mega Knight
Arrows
Mega Knight
Arrows Wizard The Log
Bats Bandit
Arrows Wizard
Arrows The Log
Mini P.E.K.K.A Wizard Mega Knight
Arrows The Log Wizard
Arrows
Mega Knight
Bats The Log
Bats
The Log Bandit Mega Knight
Wizard Mega Knight

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