My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Firecracker

Defensive buildings

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

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Firecracker P.E.K.K.A

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows The Log

Punishments

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

Mortar 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.

Mortar 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mortar 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 Arrows Mini P.E.K.K.A P.E.K.K.A

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats The Log Arrows Firecracker Mortar Mini P.E.K.K.A P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats The Log Arrows

Attack Synergies 1 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.

Skeletons
Bats
Firecracker Mortar Mini P.E.K.K.A P.E.K.K.A
Arrows
P.E.K.K.A Mortar Mini P.E.K.K.A
Firecracker
Bats Mortar Mini P.E.K.K.A P.E.K.K.A
Mortar
Bats Arrows Firecracker The Log
Mini P.E.K.K.A
Bats Arrows Firecracker The Log
P.E.K.K.A
Arrows Bats Firecracker The Log
The Log
Mortar Mini P.E.K.K.A P.E.K.K.A

Defense Synergies 3 18

Skeletons
Bats Firecracker Mortar Mini P.E.K.K.A P.E.K.K.A The Log
Bats
Skeletons Firecracker Mortar Mini P.E.K.K.A P.E.K.K.A The Log
Arrows
Mortar Mini P.E.K.K.A P.E.K.K.A
Firecracker
The Log Skeletons Bats Mortar Mini P.E.K.K.A P.E.K.K.A
Mortar
Skeletons Bats Arrows Firecracker The Log
Mini P.E.K.K.A
The Log Skeletons Bats Arrows Firecracker
P.E.K.K.A
The Log Skeletons Bats Arrows Firecracker
The Log
Firecracker Mini P.E.K.K.A P.E.K.K.A Skeletons Bats Mortar

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.

Firecracker Mortar The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats Firecracker Mortar The Log
Mortar Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats Firecracker Mortar
Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A The Log
Arrows The Log Skeletons Bats Firecracker
Bats Arrows Firecracker Mortar
Arrows P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Mortar
Skeletons Firecracker Mini P.E.K.K.A
Bats Skeletons Arrows Firecracker The Log
Arrows Bats Firecracker
Mortar Mini P.E.K.K.A P.E.K.K.A Skeletons Bats The Log
Bats Arrows Firecracker Mortar Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Mortar
Mortar Mini P.E.K.K.A P.E.K.K.A The Log
Skeletons Bats Arrows Firecracker Mortar Mini P.E.K.K.A P.E.K.K.A
Arrows Mortar Bats Firecracker The Log
Arrows Mortar The Log Bats Firecracker
Mini P.E.K.K.A P.E.K.K.A Mortar
Bats Arrows Firecracker Mini P.E.K.K.A 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.

Mini P.E.K.K.A Skeletons P.E.K.K.A
Arrows Firecracker Mortar Mini P.E.K.K.A The Log
P.E.K.K.A Skeletons Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Bats The Log
P.E.K.K.A Skeletons Mini P.E.K.K.A
Arrows Firecracker Skeletons Bats
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Skeletons Bats Firecracker Mortar Mini P.E.K.K.A The Log
P.E.K.K.A Skeletons
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Arrows The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons
Firecracker
Skeletons Bats Firecracker Mortar Mini P.E.K.K.A P.E.K.K.A The Log
Bats Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A The Log
Arrows Mortar

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.)

Arrows Firecracker Mortar The Log
Arrows Firecracker Mortar The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker Mortar The Log
Arrows Firecracker Bats
Arrows Firecracker Mortar The Log
Arrows The Log Firecracker
Arrows The Log Firecracker Mortar
Bats Mini P.E.K.K.A
Firecracker Arrows Mortar The Log
Arrows Firecracker
Firecracker Mortar The Log
Arrows Firecracker Mortar
Arrows Firecracker Mortar The Log
Arrows Firecracker Mortar The Log
Arrows Firecracker Mortar The Log
Arrows Mortar
Bats Mini P.E.K.K.A
Arrows Firecracker Mortar Mini P.E.K.K.A The Log
Arrows Firecracker Mortar The Log
The Log
Arrows
The Log
Arrows Mortar The Log
Arrows Firecracker The Log Mortar
Arrows Firecracker Mortar The Log
Arrows Mortar The Log
Arrows Firecracker Mortar The Log
Bats Arrows Firecracker
Bats Firecracker
Mini P.E.K.K.A
Arrows Mortar The Log
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Bats
Arrows Firecracker
Arrows The Log
Firecracker Mini P.E.K.K.A
Arrows The Log Firecracker Mortar
Arrows
Firecracker P.E.K.K.A
Bats Firecracker The Log
Firecracker Bats
Firecracker Mortar The Log
P.E.K.K.A
Firecracker Mortar

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