My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker

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 P.E.K.K.A Lumberjack 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.

Zap Rage

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 Lumberjack 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.

Mini P.E.K.K.A P.E.K.K.A Lumberjack 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.

Firecracker Mini P.E.K.K.A Lumberjack

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 Lumberjack
Zap
Bats Firecracker
Barbarian Barrel
Firecracker Lumberjack
The Log
Firecracker Mini P.E.K.K.A Lumberjack
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Mini P.E.K.K.A P.E.K.K.A Lumberjack
Fireball
Firecracker Lumberjack
Poison
Bats Firecracker
Lightning
Mini P.E.K.K.A Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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 Rage P.E.K.K.A Mega Knight

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 Zap Rage Firecracker Mini P.E.K.K.A Lumberjack P.E.K.K.A Mega Knight

Shortest cycle

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

9 Bats Zap Rage Firecracker

Attack Synergies 3 18

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 Zap Firecracker Mini P.E.K.K.A Rage P.E.K.K.A Lumberjack
Zap
Firecracker P.E.K.K.A Bats Mini P.E.K.K.A Lumberjack Mega Knight
Firecracker
Zap Bats Mini P.E.K.K.A P.E.K.K.A Lumberjack Mega Knight
Mini P.E.K.K.A
Bats Zap Firecracker Rage Lumberjack Mega Knight
Rage
Bats Mini P.E.K.K.A
P.E.K.K.A
Zap Bats Firecracker Lumberjack
Lumberjack
Bats Zap Firecracker Mini P.E.K.K.A P.E.K.K.A Mega Knight
Mega Knight
Bats Zap Firecracker Mini P.E.K.K.A Lumberjack

Defense Synergies 2 13

Bats
Zap Firecracker Mini P.E.K.K.A P.E.K.K.A Lumberjack Mega Knight
Zap
Mini P.E.K.K.A Mega Knight Bats Firecracker P.E.K.K.A Lumberjack
Firecracker
Bats Zap Mini P.E.K.K.A P.E.K.K.A Lumberjack Mega Knight
Mini P.E.K.K.A
Zap Bats Firecracker
Rage
P.E.K.K.A
Bats Zap Firecracker
Lumberjack
Bats Zap Firecracker
Mega Knight
Zap Bats Firecracker

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 Firecracker
Mini P.E.K.K.A P.E.K.K.A Lumberjack Bats Zap Firecracker Mega Knight
Mini P.E.K.K.A P.E.K.K.A Lumberjack Mega Knight Bats
Mini P.E.K.K.A P.E.K.K.A Lumberjack Bats Firecracker Mega Knight
Firecracker Mini P.E.K.K.A P.E.K.K.A Lumberjack Mega Knight
Bats Zap Firecracker Lumberjack Mega Knight
Bats Zap Firecracker
Zap P.E.K.K.A Mega Knight
Mini P.E.K.K.A P.E.K.K.A Lumberjack
Firecracker Mini P.E.K.K.A Lumberjack Mega Knight
Bats Zap Firecracker Lumberjack Mega Knight
Bats Zap Firecracker
Mini P.E.K.K.A P.E.K.K.A Lumberjack Mega Knight Bats Zap
Mega Knight Bats Zap Firecracker Mini P.E.K.K.A P.E.K.K.A Lumberjack
Mini P.E.K.K.A P.E.K.K.A Lumberjack Mega Knight
Zap Mini P.E.K.K.A P.E.K.K.A Lumberjack Mega Knight
Mega Knight Bats Firecracker Mini P.E.K.K.A P.E.K.K.A Lumberjack
Mega Knight Bats Zap Firecracker Lumberjack
Zap Bats Firecracker Lumberjack Mega Knight
Mini P.E.K.K.A P.E.K.K.A Lumberjack
Mega Knight Bats Firecracker Mini P.E.K.K.A P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Mini P.E.K.K.A Lumberjack Mega Knight Zap P.E.K.K.A
Zap Firecracker Mini P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Lumberjack Mega Knight Bats Zap
P.E.K.K.A Mini P.E.K.K.A Lumberjack Mega Knight
Firecracker Bats Zap
Mini P.E.K.K.A P.E.K.K.A Bats Lumberjack
Mini P.E.K.K.A P.E.K.K.A Mega Knight Lumberjack
Zap P.E.K.K.A Mega Knight Bats Firecracker Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Mega Knight Bats Mini P.E.K.K.A Lumberjack
P.E.K.K.A Mega Knight Zap
Mini P.E.K.K.A P.E.K.K.A Mega Knight Lumberjack
Firecracker Mega Knight
Bats Zap Firecracker Mini P.E.K.K.A P.E.K.K.A Lumberjack
Bats Mega Knight Zap Firecracker Mini P.E.K.K.A P.E.K.K.A
Zap

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.)

Firecracker
Firecracker Zap
Firecracker
Zap Firecracker Mega Knight
Firecracker Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats Mini P.E.K.K.A Lumberjack
Firecracker Zap
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker Mega Knight
Bats Mini P.E.K.K.A
Zap Firecracker Mini P.E.K.K.A Mega Knight
Zap Firecracker Mega Knight
Mega Knight
Zap
Zap Firecracker Mega Knight
Firecracker Zap
Zap Mega Knight
Zap Firecracker
Bats Zap Firecracker
Zap Bats Firecracker
Mini P.E.K.K.A
Zap Mega Knight
Zap Firecracker
P.E.K.K.A Mega Knight
Firecracker
Zap Bats
Zap Firecracker
Firecracker Mini P.E.K.K.A Lumberjack Mega Knight
Zap Firecracker
Zap
Firecracker P.E.K.K.A Mega Knight
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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