My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Magic Archer Little Prince

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 Magic Archer Mega Knight Little Prince

Offensive cards

Win conditions

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

Royal Hogs

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 Royal Hogs 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 Royal Hogs Magic Archer 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.

Mini P.E.K.K.A Royal Hogs 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
Skeletons Bats Royal Hogs
Giant Snowball
Skeletons Bats Royal Hogs Little Prince
Zap
Skeletons Bats Royal Hogs Little Prince
Barbarian Barrel
Skeletons Royal Hogs Magic Archer Little Prince
The Log
Skeletons Mini P.E.K.K.A Royal Hogs Little Prince
Earthquake
Skeletons Royal Hogs
Arrows
Skeletons Bats Royal Hogs Little Prince
Royal Delivery
Skeletons Bats Mini P.E.K.K.A Royal Hogs Magic Archer Little Prince
Fireball
Royal Hogs Magic Archer Little Prince
Poison
Bats Royal Hogs Magic Archer Little Prince
Lightning
Mini P.E.K.K.A Magic Archer Little Prince
Rocket
Royal Hogs Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Magic Archer 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 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.

RIP

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 Little Prince Mini P.E.K.K.A Magic Archer Royal Hogs Mega Knight

Shortest cycle

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

8 Skeletons Bats The Log Little Prince

Attack Synergies 1 15

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
Mega Knight Mini P.E.K.K.A Royal Hogs
Mini P.E.K.K.A
Bats Royal Hogs The Log Magic Archer Mega Knight Little Prince
Royal Hogs
Bats Mini P.E.K.K.A The Log Magic Archer Mega Knight Little Prince
The Log
Mini P.E.K.K.A Royal Hogs Magic Archer Mega Knight Little Prince
Magic Archer
Mini P.E.K.K.A Royal Hogs The Log Mega Knight
Mega Knight
Bats Mini P.E.K.K.A Royal Hogs The Log Magic Archer
Little Prince
Mini P.E.K.K.A Royal Hogs The Log

Defense Synergies 1 13

Skeletons
Bats Mini P.E.K.K.A The Log Magic Archer Little Prince
Bats
Skeletons Mini P.E.K.K.A The Log Mega Knight
Mini P.E.K.K.A
The Log Skeletons Bats Magic Archer
Royal Hogs
The Log
Mini P.E.K.K.A Skeletons Bats Magic Archer Mega Knight Little Prince
Magic Archer
Skeletons Mini P.E.K.K.A The Log Mega Knight
Mega Knight
Bats The Log Magic Archer
Little Prince
Skeletons 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 Magic Archer
Mini P.E.K.K.A Skeletons Bats The Log Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Bats
Mini P.E.K.K.A Skeletons Bats Mega Knight
Mini P.E.K.K.A The Log Mega Knight
The Log Skeletons Bats Magic Archer Mega Knight
Bats Magic Archer Little Prince
The Log Magic Archer Mega Knight
Mini P.E.K.K.A Skeletons
Skeletons Mini P.E.K.K.A Mega Knight Little Prince
Bats Skeletons The Log Magic Archer Mega Knight
Bats Magic Archer
Mini P.E.K.K.A Mega Knight Skeletons Bats The Log
Mega Knight Bats Mini P.E.K.K.A The Log Magic Archer
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A The Log Mega Knight
Mega Knight Skeletons Bats Mini P.E.K.K.A
Mega Knight Bats The Log Magic Archer Little Prince
The Log Bats Magic Archer Mega Knight Little Prince
Mini P.E.K.K.A
Mega Knight Bats Mini P.E.K.K.A The Log Little Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons
Mini P.E.K.K.A The Log Magic Archer Mega Knight
Mega Knight Skeletons Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Mega Knight Bats The Log
Skeletons Mini P.E.K.K.A Mega Knight
Skeletons Bats Magic Archer
Mini P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Bats Mini P.E.K.K.A The Log Magic Archer
Skeletons
Mega Knight Bats Mini P.E.K.K.A
Mega Knight The Log
Mini P.E.K.K.A Mega Knight Skeletons
Magic Archer Mega Knight
Skeletons Bats Mini P.E.K.K.A The Log Magic Archer Little Prince
Bats Mega Knight Mini P.E.K.K.A The Log Magic Archer

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 The Log
The Log Magic Archer
The Log Magic Archer
The Log
The Log Magic Archer Mega Knight
Bats Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
Bats Mini P.E.K.K.A
The Log Magic Archer
Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log Mega Knight
Bats Mini P.E.K.K.A
Mini P.E.K.K.A The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight Little Prince
The Log Magic Archer Mega Knight
The Log
The Log
The Log Magic Archer Mega Knight Little Prince
The Log Magic Archer
The Log Magic Archer Mega Knight
The Log Magic Archer
Bats Magic Archer Little Prince
Bats
Mini P.E.K.K.A
The Log Magic Archer Mega Knight
Magic Archer
Mega Knight
The Log Magic Archer
Bats Magic Archer
Magic Archer
The Log
Mini P.E.K.K.A Magic Archer Mega Knight
The Log Magic Archer
Mega Knight
Bats The Log Magic Archer
Bats Magic Archer
The Log Magic Archer Mega Knight Little Prince
Mega Knight

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