My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 Wizard Witch

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 Knight Wizard Witch 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.

Missing

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.

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.

Knight P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

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 Knight Rage 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 Witch

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 Knight Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

9 Bats Rage The Log Knight

Attack Synergies 3 12

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 Rage P.E.K.K.A
Knight
Bats Wizard Witch The Log
Wizard
Knight Rage P.E.K.K.A Mega Knight
Rage
Witch Bats Wizard
Witch
Rage Knight P.E.K.K.A Mega Knight
P.E.K.K.A
Bats Wizard Witch The Log
The Log
Knight P.E.K.K.A Mega Knight
Mega Knight
Bats Wizard Witch The Log

Defense Synergies 2 12

Bats
Knight P.E.K.K.A The Log Mega Knight
Knight
Bats Wizard Witch The Log
Wizard
Knight P.E.K.K.A The Log Mega Knight
Rage
Witch
Knight The Log Mega Knight
P.E.K.K.A
The Log Bats Wizard
The Log
P.E.K.K.A Bats Knight Wizard Witch Mega Knight
Mega Knight
Bats Wizard Witch 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 Wizard The Log
P.E.K.K.A Bats Knight Witch The Log Mega Knight
Witch P.E.K.K.A Mega Knight Bats Knight
Witch P.E.K.K.A Bats Knight Mega Knight
P.E.K.K.A The Log Mega Knight
The Log Bats Mega Knight
Bats Wizard Witch
P.E.K.K.A The Log Mega Knight
Witch P.E.K.K.A
Knight Mega Knight
Bats Witch Knight Wizard The Log Mega Knight
Bats Wizard Witch
P.E.K.K.A Mega Knight Bats Knight Wizard Witch The Log
Wizard Mega Knight Bats Witch P.E.K.K.A The Log
P.E.K.K.A Knight Mega Knight
P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Bats Knight Witch P.E.K.K.A
Mega Knight Bats Knight Wizard Witch The Log
Wizard Witch The Log Bats Knight Mega Knight
P.E.K.K.A
Wizard Mega Knight Bats Knight Witch P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight Witch P.E.K.K.A
Knight Wizard The Log Mega Knight
P.E.K.K.A Mega Knight Bats Knight Witch The Log
P.E.K.K.A Mega Knight Bats Knight The Log
P.E.K.K.A Knight Witch Mega Knight
Wizard Bats Witch
P.E.K.K.A Bats Knight Witch
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Bats Knight Witch The Log
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Bats Knight Witch
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight Knight Wizard Witch
Wizard Witch Mega Knight
Witch Bats Knight P.E.K.K.A The Log
Bats Mega Knight Wizard Witch P.E.K.K.A The Log

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
The Log
Knight The Log
Wizard The Log Mega Knight
Wizard Bats Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard
Bats
Knight Wizard The Log
Wizard
Knight The Log
The Log
Wizard Witch The Log
Wizard The Log Mega Knight
Bats
Wizard The Log Mega Knight
Wizard Witch The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Witch Mega Knight
Witch
The Log Wizard Witch
Wizard Witch The Log Mega Knight
The Log
Bats Wizard Witch
Bats Wizard Witch
Wizard The Log Mega Knight
P.E.K.K.A Mega Knight
Wizard The Log
Bats Witch
Wizard Witch
The Log
Knight Wizard Mega Knight
The Log Wizard
P.E.K.K.A Mega Knight
Bats Witch The Log
Bats Witch
Witch The Log Mega Knight
P.E.K.K.A
Wizard Mega Knight

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