My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Tesla Musketeer Witch

Defensive buildings

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

Tesla

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 Tesla Musketeer Witch P.E.K.K.A

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.

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

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 P.E.K.K.A

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

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 Musketeer Witch
Zap
Bats Witch
Barbarian Barrel
Knight Tesla Musketeer Witch
The Log
Mini P.E.K.K.A Musketeer Witch
Earthquake
Tesla Witch
Arrows
Bats Witch
Royal Delivery
Bats Knight Mini P.E.K.K.A Musketeer Witch P.E.K.K.A
Fireball
Tesla Musketeer Witch
Poison
Bats Musketeer Witch
Lightning
Knight Tesla Mini P.E.K.K.A Musketeer Witch
Rocket
Musketeer Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

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 P.E.K.K.A

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.

Musketeer 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Knight Tesla Mini P.E.K.K.A Musketeer Witch P.E.K.K.A

Shortest cycle

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

11 Bats The Log Knight Tesla

Attack Synergies 2 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
Knight Mini P.E.K.K.A P.E.K.K.A
Knight
Bats Musketeer Witch The Log
Tesla
Mini P.E.K.K.A
Bats Musketeer The Log
Musketeer
Knight Mini P.E.K.K.A P.E.K.K.A The Log
Witch
Knight P.E.K.K.A
P.E.K.K.A
Bats Musketeer Witch The Log
The Log
Knight Mini P.E.K.K.A Musketeer P.E.K.K.A

Defense Synergies 8 13

Bats
Knight Tesla Mini P.E.K.K.A Musketeer P.E.K.K.A The Log
Knight
Bats Tesla Musketeer Mini P.E.K.K.A Witch The Log
Tesla
Knight Musketeer The Log Bats Mini P.E.K.K.A
Mini P.E.K.K.A
The Log Bats Knight Tesla Musketeer Witch
Musketeer
Knight Tesla The Log Bats Mini P.E.K.K.A P.E.K.K.A
Witch
Knight Mini P.E.K.K.A The Log
P.E.K.K.A
The Log Bats Musketeer
The Log
Tesla Mini P.E.K.K.A Musketeer P.E.K.K.A Bats Knight Witch

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 Tesla Musketeer The Log
Mini P.E.K.K.A P.E.K.K.A Bats Knight Tesla Musketeer Witch The Log
Tesla Mini P.E.K.K.A Witch P.E.K.K.A Bats Knight Musketeer
Tesla Mini P.E.K.K.A Witch P.E.K.K.A Bats Knight Musketeer
Mini P.E.K.K.A P.E.K.K.A The Log
The Log Bats Tesla Musketeer
Bats Tesla Musketeer Witch
Tesla Musketeer P.E.K.K.A The Log
Tesla Mini P.E.K.K.A Witch P.E.K.K.A Musketeer
Knight Tesla Mini P.E.K.K.A Musketeer
Bats Witch Knight Tesla Musketeer The Log
Tesla Musketeer Bats Witch
Tesla Mini P.E.K.K.A P.E.K.K.A Bats Knight Musketeer Witch The Log
Bats Tesla Mini P.E.K.K.A Witch P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Knight Tesla
Tesla Mini P.E.K.K.A P.E.K.K.A The Log
Tesla Bats Knight Mini P.E.K.K.A Musketeer Witch P.E.K.K.A
Tesla Bats Knight Musketeer Witch The Log
Witch The Log Bats Knight Tesla Musketeer
Mini P.E.K.K.A P.E.K.K.A Tesla Musketeer
Bats Knight Tesla Mini P.E.K.K.A Musketeer Witch P.E.K.K.A The Log

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 Tesla Witch P.E.K.K.A
Knight Tesla Mini P.E.K.K.A Musketeer The Log
P.E.K.K.A Bats Knight Mini P.E.K.K.A Musketeer Witch The Log
Mini P.E.K.K.A P.E.K.K.A Bats Knight Tesla Musketeer The Log
P.E.K.K.A Knight Tesla Mini P.E.K.K.A Musketeer Witch
Bats Tesla Musketeer Witch
Mini P.E.K.K.A P.E.K.K.A Bats Knight Tesla Musketeer Witch
Mini P.E.K.K.A P.E.K.K.A Knight Tesla
P.E.K.K.A Bats Knight Mini P.E.K.K.A Witch The Log
Witch P.E.K.K.A Tesla Musketeer
P.E.K.K.A Bats Knight Tesla Mini P.E.K.K.A Musketeer Witch
P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Knight Tesla Witch
Tesla Musketeer Witch
Tesla Witch Bats Knight Mini P.E.K.K.A Musketeer P.E.K.K.A The Log
Bats Tesla Mini P.E.K.K.A Musketeer 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 Musketeer The Log
Musketeer The Log
The Log
Knight Musketeer The Log
The Log
Bats Musketeer Witch
Musketeer Witch The Log
The Log
The Log
Bats Mini P.E.K.K.A Musketeer
Knight Musketeer The Log
Musketeer
Knight Musketeer The Log
Musketeer
Musketeer The Log
Musketeer Witch The Log
Musketeer The Log
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Musketeer The Log
Witch The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log Witch
Witch
The Log Musketeer Witch
Musketeer Witch The Log
Musketeer The Log
Bats Musketeer Witch
Bats Musketeer Witch
Mini P.E.K.K.A
Musketeer The Log
P.E.K.K.A
The Log
Bats Musketeer Witch
Musketeer Witch
The Log
Knight Mini P.E.K.K.A Musketeer
The Log Musketeer
Musketeer P.E.K.K.A
Bats Musketeer Witch The Log
Bats Musketeer Witch
Musketeer Witch The Log
P.E.K.K.A

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