My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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 Firecracker Magic Archer

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 Firecracker Elixir Golem P.E.K.K.A Magic Archer

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.

Rage The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elixir Golem

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 P.E.K.K.A Magic Archer

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.

Firecracker Magic Archer

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 Guards
Giant Snowball
Bats Guards
Zap
Bats Firecracker Guards
Barbarian Barrel
Firecracker Elixir Golem Guards Magic Archer
The Log
Firecracker Elixir Golem Guards
Earthquake
Firecracker Elixir Golem Guards
Arrows
Bats Firecracker Guards
Royal Delivery
Bats Firecracker Elixir Golem Guards P.E.K.K.A Magic Archer
Fireball
Firecracker Elixir Golem Magic Archer
Poison
Bats Firecracker Elixir Golem Guards Magic Archer
Lightning
Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log Magic Archer

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 Elixir Golem Rage Guards P.E.K.K.A

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 Rage The Log Firecracker Elixir Golem Guards Magic Archer P.E.K.K.A

Shortest cycle

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

9 Bats Rage The Log Firecracker

Attack Synergies 3 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
Firecracker Elixir Golem Rage P.E.K.K.A
Firecracker
Elixir Golem Bats P.E.K.K.A
Elixir Golem
Firecracker Rage Bats The Log Magic Archer
Rage
Elixir Golem Bats
Guards
The Log
P.E.K.K.A
Magic Archer Bats Firecracker The Log
The Log
Elixir Golem Guards P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Elixir Golem The Log

Defense Synergies 2 8

Bats
Firecracker P.E.K.K.A The Log
Firecracker
The Log Bats Guards P.E.K.K.A
Elixir Golem
Rage
Guards
Firecracker The Log Magic Archer
P.E.K.K.A
The Log Bats Firecracker
The Log
Firecracker P.E.K.K.A Bats Guards Magic Archer
Magic Archer
Guards 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.

Firecracker The Log Magic Archer
P.E.K.K.A Bats Firecracker The Log
P.E.K.K.A Bats
P.E.K.K.A Bats Firecracker Guards
Firecracker P.E.K.K.A The Log
The Log Bats Firecracker Guards Magic Archer
Bats Firecracker Magic Archer
P.E.K.K.A The Log Magic Archer
P.E.K.K.A
Guards Firecracker
Bats Guards Firecracker The Log Magic Archer
Bats Firecracker Magic Archer
P.E.K.K.A Bats Guards The Log
Bats Firecracker Guards P.E.K.K.A The Log Magic Archer
P.E.K.K.A
P.E.K.K.A The Log
Bats Firecracker P.E.K.K.A
Bats Firecracker Guards The Log Magic Archer
The Log Bats Firecracker Guards Magic Archer
P.E.K.K.A
Bats Firecracker Guards 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.

Guards P.E.K.K.A
Firecracker The Log Magic Archer
Guards P.E.K.K.A Bats The Log
Guards P.E.K.K.A Bats The Log
P.E.K.K.A Guards
Firecracker Bats Magic Archer
Guards P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Bats Firecracker The Log Magic Archer
P.E.K.K.A Guards
P.E.K.K.A Bats Guards
P.E.K.K.A Guards The Log
P.E.K.K.A Guards
Firecracker Magic Archer
Guards Bats Firecracker P.E.K.K.A The Log Magic Archer
Bats Firecracker P.E.K.K.A The Log Magic Archer

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.)

Magic Archer Firecracker Guards The Log
Firecracker The Log Magic Archer
The Log Magic Archer
Firecracker Guards The Log
Firecracker The Log Magic Archer
Firecracker Bats Magic Archer
Firecracker The Log Magic Archer
The Log Firecracker Magic Archer
The Log Firecracker
Bats Guards
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker The Log Magic Archer
Magic Archer Firecracker The Log
Bats
Firecracker The Log Magic Archer
Firecracker The Log Magic Archer
The Log Magic Archer
The Log
The Log
Firecracker The Log Magic Archer
Firecracker The Log Magic Archer
The Log Magic Archer
Firecracker The Log Magic Archer
Bats Firecracker Magic Archer
Bats Firecracker Guards
The Log Magic Archer
Firecracker Magic Archer
P.E.K.K.A
Firecracker The Log Magic Archer
Bats Guards Magic Archer
Firecracker Magic Archer
The Log
Firecracker Magic Archer
The Log Firecracker Magic Archer
Firecracker P.E.K.K.A
Bats Firecracker Guards The Log Magic Archer
Firecracker Bats Magic Archer
Firecracker The Log Magic Archer
P.E.K.K.A
Firecracker

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