My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Royal Giant Elixir Golem Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant Elixir Golem Mini P.E.K.K.A

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.

Royal Giant Elixir Golem Mini 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard 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 Arrows Elixir Golem Mini P.E.K.K.A

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.

Royal Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap Arrows Elixir Golem Mini P.E.K.K.A Magic Archer Wizard Royal Giant

Shortest cycle

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

10 Bats Zap Arrows Elixir Golem

Attack Synergies 3 16

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
Royal Giant Zap Elixir Golem Mini P.E.K.K.A
Zap
Arrows Bats Royal Giant Elixir Golem Mini P.E.K.K.A Magic Archer
Arrows
Zap Royal Giant Elixir Golem Mini P.E.K.K.A
Royal Giant
Bats Arrows Zap Wizard Magic Archer
Elixir Golem
Bats Zap Arrows Mini P.E.K.K.A Wizard Magic Archer
Mini P.E.K.K.A
Bats Zap Arrows Elixir Golem Wizard Magic Archer
Wizard
Royal Giant Elixir Golem Mini P.E.K.K.A
Magic Archer
Zap Royal Giant Elixir Golem Mini P.E.K.K.A

Defense Synergies 1 7

Bats
Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Bats Arrows Magic Archer
Arrows
Zap Mini P.E.K.K.A
Royal Giant
Elixir Golem
Mini P.E.K.K.A
Zap Bats Arrows Wizard Magic Archer
Wizard
Mini P.E.K.K.A
Magic Archer
Zap Mini P.E.K.K.A

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.

Zap Wizard Magic Archer
Mini P.E.K.K.A Bats Zap
Mini P.E.K.K.A Bats
Mini P.E.K.K.A Bats
Arrows Mini P.E.K.K.A
Arrows Bats Zap Magic Archer
Bats Zap Arrows Wizard Magic Archer
Zap Arrows Magic Archer
Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Zap Arrows Wizard Magic Archer
Arrows Bats Zap Wizard Magic Archer
Mini P.E.K.K.A Bats Zap Wizard
Wizard Bats Zap Arrows Mini P.E.K.K.A Magic Archer
Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Wizard Bats Arrows Mini P.E.K.K.A
Arrows Bats Zap Wizard Magic Archer
Zap Arrows Wizard Bats Magic Archer
Mini P.E.K.K.A
Wizard Bats Arrows 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 Zap
Zap Arrows Mini P.E.K.K.A Wizard Magic Archer
Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Bats Zap
Mini P.E.K.K.A
Arrows Wizard Bats Zap Magic Archer
Mini P.E.K.K.A Bats
Mini P.E.K.K.A
Zap Bats Mini P.E.K.K.A Magic Archer
Bats Mini P.E.K.K.A
Zap Arrows
Mini P.E.K.K.A Wizard
Wizard Magic Archer
Bats Zap Mini P.E.K.K.A Magic Archer
Bats Arrows Zap Mini P.E.K.K.A Wizard Magic Archer
Zap 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.)

Magic Archer Arrows
Arrows Zap Magic Archer
Arrows Magic Archer
Arrows
Wizard Zap Arrows Magic Archer
Arrows Wizard Bats Zap Magic Archer
Arrows Wizard Magic Archer
Arrows Zap Wizard Magic Archer
Arrows Zap Wizard
Bats Mini P.E.K.K.A
Zap Arrows Wizard Magic Archer
Zap Arrows Wizard Magic Archer
Magic Archer
Arrows Magic Archer
Zap Arrows Magic Archer
Zap Arrows Wizard Magic Archer
Magic Archer Arrows Wizard
Arrows
Bats Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard Magic Archer
Zap Arrows Wizard Magic Archer
Magic Archer
Arrows Wizard
Zap Arrows
Zap Arrows Wizard Magic Archer
Arrows Zap Wizard Magic Archer
Zap Arrows Wizard Magic Archer
Zap Arrows Magic Archer
Bats Zap Arrows Wizard Magic Archer
Zap Bats Wizard
Mini P.E.K.K.A
Zap Arrows Wizard Magic Archer
Zap Arrows Magic Archer
Arrows Wizard Magic Archer
Zap Bats Magic Archer
Zap Arrows Wizard Magic Archer
Arrows
Mini P.E.K.K.A Wizard Magic Archer
Arrows Zap Wizard Magic Archer
Zap Arrows
Zap Bats Magic Archer
Bats Zap Magic Archer
Zap Magic Archer
Wizard

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