My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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 Inferno Tower Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Electro Wizard

Offensive cards

Win conditions

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

Royal Hogs

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.

Mini P.E.K.K.A Royal Hogs

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.

Knight Mini P.E.K.K.A Royal Hogs

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 Royal Hogs Electro Wizard

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 Royal Hogs
Giant Snowball
Bats Royal Hogs
Zap
Bats Inferno Tower Royal Hogs
Barbarian Barrel
Knight Inferno Tower Royal Hogs Electro Wizard
The Log
Mini P.E.K.K.A Royal Hogs
Earthquake
Inferno Tower Royal Hogs
Arrows
Bats Royal Hogs
Royal Delivery
Bats Knight Mini P.E.K.K.A Royal Hogs Electro Wizard
Fireball
Inferno Tower Royal Hogs Electro Wizard
Poison
Bats Inferno Tower Royal Hogs Electro Wizard
Lightning
Knight Mini P.E.K.K.A Inferno Tower Electro Wizard
Rocket
Inferno Tower Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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 Knight Mini P.E.K.K.A Inferno Tower Rage

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.

Electro 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.

Mediocre

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 Knight Mini P.E.K.K.A Electro Wizard Inferno Tower Royal Hogs

Shortest cycle

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

9 Bats Rage The Log Knight

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
Knight Mini P.E.K.K.A Royal Hogs Rage
Knight
Bats Royal Hogs The Log Electro Wizard
Mini P.E.K.K.A
Bats Royal Hogs Rage The Log Electro Wizard
Inferno Tower
Royal Hogs
Bats Knight Mini P.E.K.K.A The Log Electro Wizard
Rage
Bats Mini P.E.K.K.A Electro Wizard
The Log
Knight Mini P.E.K.K.A Royal Hogs
Electro Wizard
Knight Mini P.E.K.K.A Royal Hogs Rage

Defense Synergies 7 7

Bats
Knight Mini P.E.K.K.A Inferno Tower The Log Electro Wizard
Knight
Bats Inferno Tower Electro Wizard Mini P.E.K.K.A The Log
Mini P.E.K.K.A
The Log Electro Wizard Bats Knight
Inferno Tower
Knight The Log Electro Wizard Bats
Royal Hogs
Rage
The Log
Mini P.E.K.K.A Inferno Tower Bats Knight Electro Wizard
Electro Wizard
Knight Mini P.E.K.K.A Inferno Tower 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 Inferno Tower The Log Electro Wizard
Mini P.E.K.K.A Inferno Tower Bats Knight The Log Electro Wizard
Mini P.E.K.K.A Inferno Tower Bats Knight Electro Wizard
Mini P.E.K.K.A Inferno Tower Bats Knight Electro Wizard
Mini P.E.K.K.A The Log
The Log Bats Electro Wizard
Bats Inferno Tower Electro Wizard
Inferno Tower The Log Electro Wizard
Mini P.E.K.K.A Inferno Tower
Knight Mini P.E.K.K.A Inferno Tower Electro Wizard
Bats Electro Wizard Knight The Log
Inferno Tower Bats Electro Wizard
Mini P.E.K.K.A Inferno Tower Bats Knight The Log Electro Wizard
Bats Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Inferno Tower Knight Electro Wizard
Inferno Tower Mini P.E.K.K.A The Log Electro Wizard
Bats Knight Mini P.E.K.K.A Inferno Tower Electro Wizard
Bats Knight The Log Electro Wizard
The Log Bats Knight Electro Wizard
Mini P.E.K.K.A Inferno Tower Electro Wizard
Bats Knight Mini P.E.K.K.A The Log Electro Wizard
Inferno Tower Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Inferno Tower Electro Wizard
Electro Wizard Knight Mini P.E.K.K.A The Log
Bats Knight Mini P.E.K.K.A Inferno Tower The Log Electro Wizard
Mini P.E.K.K.A Bats Knight Inferno Tower The Log Electro Wizard
Inferno Tower Knight Mini P.E.K.K.A
Bats Electro Wizard
Mini P.E.K.K.A Bats Knight Inferno Tower Electro Wizard
Mini P.E.K.K.A Inferno Tower Knight
Electro Wizard Bats Knight Mini P.E.K.K.A Inferno Tower The Log
Inferno Tower
Bats Knight Mini P.E.K.K.A Inferno Tower
The Log Electro Wizard
Mini P.E.K.K.A Knight Inferno Tower
Inferno Tower Electro Wizard Bats Knight Mini P.E.K.K.A The Log
Bats Mini P.E.K.K.A Inferno Tower The Log Electro Wizard
Inferno Tower Electro Wizard

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.)

Knight The Log
The Log Electro Wizard
The Log
Knight The Log
The Log
Bats
The Log
The Log
The Log
Bats Mini P.E.K.K.A Electro Wizard
Knight The Log Electro Wizard
Knight The Log
The Log
The Log
The Log
Bats Mini P.E.K.K.A
Mini P.E.K.K.A The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log
The Log Electro Wizard
The Log
The Log
Bats Electro Wizard
Electro Wizard Bats
Mini P.E.K.K.A
The Log
Electro Wizard
The Log
Electro Wizard Bats
Electro Wizard
The Log
Knight Mini P.E.K.K.A Electro Wizard
The Log
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard

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