My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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 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 Electro 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 Electro Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

Spells in your deck. Having at least one or two is recommended.

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 Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

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

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 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 Mini P.E.K.K.A Guards Mega Knight

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.

Goblin Barrel

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.

Goblin Barrel 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.

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 Goblin Barrel Guards Mini P.E.K.K.A Electro Wizard Goblinstein Mega Knight

Shortest cycle

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

10 Bats The Log Goblin Barrel Guards

Attack Synergies 1 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
Mega Knight Mini P.E.K.K.A Goblin Barrel
Mini P.E.K.K.A
Bats The Log Electro Wizard Mega Knight
Goblin Barrel
Bats Guards Mega Knight
Guards
Goblin Barrel The Log
The Log
Mini P.E.K.K.A Guards Mega Knight
Electro Wizard
Mini P.E.K.K.A Mega Knight
Mega Knight
Bats Mini P.E.K.K.A Goblin Barrel The Log Electro Wizard
Goblinstein

Defense Synergies 2 10

Bats
Mini P.E.K.K.A The Log Electro Wizard Mega Knight
Mini P.E.K.K.A
The Log Electro Wizard Bats Guards
Goblin Barrel
Guards
Mini P.E.K.K.A The Log Electro Wizard
The Log
Mini P.E.K.K.A Bats Guards Electro Wizard Mega Knight
Electro Wizard
Mini P.E.K.K.A Bats Guards The Log Mega Knight
Mega Knight
Bats The Log Electro Wizard
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.

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

Counters to secondary win conditions

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

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

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

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