My Best Clash Royale Deck

Deck Check Rating

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

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 Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Goblin Curse 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 Wall Breakers 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 Wall Breakers 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

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 Wall Breakers Goblin Curse
Giant Snowball
Skeletons Bats Wall Breakers Goblin Curse
Zap
Skeletons Bats Wall Breakers Goblin Curse
Barbarian Barrel
Skeletons Wall Breakers Goblin Curse
The Log
Skeletons Mini P.E.K.K.A Wall Breakers Goblin Curse
Earthquake
Skeletons
Arrows
Skeletons Bats Wall Breakers Goblin Curse
Royal Delivery
Skeletons Bats Mini P.E.K.K.A Wall Breakers
Fireball
Wall Breakers
Poison
Bats Goblin Curse
Lightning
Mini P.E.K.K.A
Rocket

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 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 Goblin Curse Rage 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Wall Breakers Goblin Curse Rage The Log Mini P.E.K.K.A Mega Knight

Shortest cycle

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

7 Skeletons Bats Wall Breakers Goblin Curse

Attack Synergies 2 9

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 Wall Breakers Rage
Mini P.E.K.K.A
Bats Rage The Log Mega Knight
Wall Breakers
Bats The Log Mega Knight
Goblin Curse
The Log
Rage
Bats Mini P.E.K.K.A
The Log
Goblin Curse Mini P.E.K.K.A Wall Breakers Mega Knight
Mega Knight
Bats Mini P.E.K.K.A Wall Breakers The Log

Defense Synergies 1 7

Skeletons
Bats Mini P.E.K.K.A The Log
Bats
Skeletons Mini P.E.K.K.A The Log Mega Knight
Mini P.E.K.K.A
The Log Skeletons Bats
Wall Breakers
Goblin Curse
Rage
The Log
Mini P.E.K.K.A Skeletons Bats Mega Knight
Mega Knight
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
Mini P.E.K.K.A Skeletons Bats Goblin Curse The Log Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Bats Goblin Curse
Mini P.E.K.K.A Skeletons Bats Goblin Curse Mega Knight
Mini P.E.K.K.A The Log Mega Knight
The Log Skeletons Bats Mega Knight
Bats Goblin Curse
The Log Mega Knight
Mini P.E.K.K.A Skeletons Goblin Curse
Skeletons Mini P.E.K.K.A Mega Knight
Bats Goblin Curse Skeletons The Log Mega Knight
Bats Goblin Curse
Mini P.E.K.K.A Mega Knight Skeletons Bats Goblin Curse The Log
Mega Knight Bats Mini P.E.K.K.A Goblin Curse The Log
Mini P.E.K.K.A Goblin Curse Mega Knight
Mini P.E.K.K.A Goblin Curse The Log Mega Knight
Mega Knight Skeletons Bats Mini P.E.K.K.A
Mega Knight Bats The Log
The Log Bats Goblin Curse Mega Knight
Mini P.E.K.K.A Goblin Curse
Mega Knight Bats Mini P.E.K.K.A Goblin Curse 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 Mega Knight Skeletons
Mini P.E.K.K.A The Log 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 Goblin Curse Mega Knight
Skeletons Bats Goblin Curse
Mini P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A Mega Knight Goblin Curse
Mega Knight Skeletons Bats Mini P.E.K.K.A The Log
Skeletons Goblin Curse
Mega Knight Bats Mini P.E.K.K.A
Mega Knight The Log
Mini P.E.K.K.A Mega Knight Skeletons Goblin Curse
Goblin Curse Mega Knight
Skeletons Bats Mini P.E.K.K.A The Log
Bats Mega Knight Mini P.E.K.K.A Goblin Curse 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.)

The Log
Goblin Curse The Log
The Log
The Log
Goblin Curse The Log Mega Knight
Bats Goblin Curse
The Log
The Log Goblin Curse
The Log
Bats Mini P.E.K.K.A
The Log
Goblin Curse
The Log
The Log
The Log
The Log Mega Knight
Bats Mini P.E.K.K.A
Mini P.E.K.K.A The Log Mega Knight
Goblin Curse The Log Mega Knight
The Log Mega Knight
The Log
The Log
Goblin Curse The Log Mega Knight
The Log
The Log Mega Knight
Goblin Curse The Log
Bats Goblin Curse
Bats
Mini P.E.K.K.A
The Log Mega Knight
Mega Knight
Goblin Curse The Log
Bats
Goblin Curse
The Log
Mini P.E.K.K.A Mega Knight
The Log
Mega Knight
Bats The Log
Bats
The Log Mega Knight
Mega Knight

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