My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

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.

Skeletons Bats Giant Fisherman Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Rage 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 Giant

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 Giant

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

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 Sparky

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 Sparky

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.

Skeletons Bats Rage The Log Fisherman Mini P.E.K.K.A Giant Sparky

Shortest cycle

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

7 Skeletons Bats Rage The Log

Attack Synergies 6 11

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
Giant Mini P.E.K.K.A Rage Fisherman Sparky
Mini P.E.K.K.A
Giant Sparky Bats Rage The Log
Giant
Bats Mini P.E.K.K.A Rage Sparky The Log Fisherman
Rage
Giant Sparky Bats Mini P.E.K.K.A
The Log
Mini P.E.K.K.A Giant Fisherman Sparky
Fisherman
Bats Giant The Log Sparky
Sparky
Mini P.E.K.K.A Giant Rage Bats The Log Fisherman

Defense Synergies 2 11

Skeletons
Fisherman Bats Mini P.E.K.K.A The Log Sparky
Bats
Skeletons Mini P.E.K.K.A The Log Fisherman Sparky
Mini P.E.K.K.A
The Log Skeletons Bats Fisherman
Giant
Rage
The Log
Mini P.E.K.K.A Skeletons Bats Fisherman Sparky
Fisherman
Skeletons Bats Mini P.E.K.K.A The Log
Sparky
Skeletons Bats The Log

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 Sparky
Mini P.E.K.K.A Sparky Skeletons Bats The Log Fisherman
Mini P.E.K.K.A Fisherman Sparky Skeletons Bats
Mini P.E.K.K.A Sparky Skeletons Bats Fisherman
Mini P.E.K.K.A The Log Sparky
The Log Skeletons Bats
Bats
The Log Sparky
Mini P.E.K.K.A Sparky Skeletons Fisherman
Skeletons Mini P.E.K.K.A Fisherman Sparky
Bats Skeletons The Log Fisherman
Bats
Mini P.E.K.K.A Sparky Skeletons Bats The Log
Sparky Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A The Log Fisherman Sparky
Sparky Skeletons Bats Mini P.E.K.K.A Fisherman
Bats The Log Fisherman
The Log Bats Fisherman
Mini P.E.K.K.A Sparky Fisherman
Bats Mini P.E.K.K.A The Log Fisherman Sparky

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 Fisherman Sparky
Mini P.E.K.K.A The Log Fisherman
Skeletons Bats Mini P.E.K.K.A The Log Fisherman Sparky
Mini P.E.K.K.A Bats The Log Fisherman Sparky
Skeletons Mini P.E.K.K.A Fisherman Sparky
Skeletons Bats
Mini P.E.K.K.A Sparky Skeletons Bats
Mini P.E.K.K.A Fisherman Sparky
Skeletons Bats Mini P.E.K.K.A The Log Sparky
Skeletons Sparky
Bats Mini P.E.K.K.A Sparky
The Log
Mini P.E.K.K.A Skeletons Sparky
Sparky
Sparky Skeletons Bats Mini P.E.K.K.A The Log Fisherman
Bats Mini P.E.K.K.A The Log Sparky

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.)

The Log Sparky
The Log Fisherman
The Log Sparky
The Log Sparky
The Log Sparky
Bats
The Log Sparky
The Log
The Log Fisherman
Bats Mini P.E.K.K.A Fisherman Sparky
The Log Fisherman Sparky
The Log Fisherman Sparky
Fisherman
The Log Fisherman Sparky
The Log Sparky
The Log Sparky
Sparky
Bats Mini P.E.K.K.A Fisherman Sparky
Mini P.E.K.K.A The Log Fisherman Sparky
The Log
The Log Sparky
The Log Fisherman Sparky
The Log
The Log Sparky
Fisherman
The Log Fisherman Sparky
The Log Fisherman Sparky
The Log Fisherman Sparky
Bats Sparky
Bats
Mini P.E.K.K.A Sparky
The Log Sparky
Sparky
Sparky
The Log Sparky
Bats
The Log
Mini P.E.K.K.A Sparky
The Log
Sparky
Sparky
Bats The Log Sparky
Bats
The Log Sparky
Sparky
Sparky

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