My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Tesla

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 Firecracker Tesla Mega Knight

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 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Guards 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats The Log Firecracker Guards Tesla Mini P.E.K.K.A Mega Knight

Shortest cycle

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

7 Mirror Bats The Log Firecracker

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
Mega Knight Firecracker Mini P.E.K.K.A
Firecracker
Bats Mini P.E.K.K.A Mirror Mega Knight
Tesla
Mini P.E.K.K.A
Bats Firecracker Mirror The Log Mega Knight
Mirror
The Log Firecracker Mini P.E.K.K.A
Guards
The Log
The Log
Mirror Mini P.E.K.K.A Guards Mega Knight
Mega Knight
Bats Firecracker Mini P.E.K.K.A The Log

Defense Synergies 4 18

Bats
Firecracker Tesla Mini P.E.K.K.A The Log Mega Knight
Firecracker
The Log Bats Tesla Mini P.E.K.K.A Mirror Guards Mega Knight
Tesla
Mirror The Log Bats Firecracker Mini P.E.K.K.A Guards
Mini P.E.K.K.A
The Log Bats Firecracker Tesla Mirror Guards
Mirror
Tesla Firecracker Mini P.E.K.K.A The Log Mega Knight
Guards
Firecracker Tesla Mini P.E.K.K.A The Log
The Log
Firecracker Tesla Mini P.E.K.K.A Bats Mirror Guards Mega Knight
Mega Knight
Bats Firecracker Mirror 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.

Firecracker Tesla The Log
Mini P.E.K.K.A Bats Firecracker Tesla The Log Mega Knight
Tesla Mini P.E.K.K.A Mega Knight Bats
Tesla Mini P.E.K.K.A Bats Firecracker Guards Mega Knight
Firecracker Mini P.E.K.K.A The Log Mega Knight
The Log Bats Firecracker Tesla Guards Mega Knight
Bats Tesla Firecracker
Tesla The Log Mega Knight
Tesla Mini P.E.K.K.A
Guards Firecracker Tesla Mini P.E.K.K.A Mega Knight
Bats Guards Firecracker Tesla The Log Mega Knight
Tesla Bats Firecracker
Tesla Mini P.E.K.K.A Mega Knight Bats Guards The Log
Mega Knight Bats Firecracker Tesla Mini P.E.K.K.A Guards The Log
Mini P.E.K.K.A Tesla Mega Knight
Tesla Mini P.E.K.K.A The Log Mega Knight
Tesla Mega Knight Bats Firecracker Mini P.E.K.K.A
Tesla Mega Knight Bats Firecracker Guards The Log
The Log Bats Firecracker Tesla Guards Mega Knight
Mini P.E.K.K.A Tesla
Mega Knight Bats Firecracker Tesla Mini P.E.K.K.A Guards 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 Guards Mega Knight Tesla
Firecracker Tesla Mini P.E.K.K.A The Log Mega Knight
Guards Mega Knight Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Guards Mega Knight Bats Tesla The Log
Tesla Mini P.E.K.K.A Guards Mega Knight
Firecracker Bats Tesla
Mini P.E.K.K.A Guards Bats Tesla
Mini P.E.K.K.A Mega Knight Tesla
Mega Knight Bats Firecracker Mini P.E.K.K.A The Log
Tesla Guards
Mega Knight Bats Tesla Mini P.E.K.K.A Guards
Mega Knight Guards The Log
Mini P.E.K.K.A Mega Knight Tesla Guards
Firecracker Tesla Mega Knight
Tesla Guards Bats Firecracker Mini P.E.K.K.A The Log
Bats Mega Knight Firecracker Tesla Mini 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.)

Firecracker Guards The Log
Firecracker The Log
The Log
Firecracker Guards The Log
Firecracker The Log Mega Knight
Firecracker Bats
Firecracker The Log
The Log Firecracker
The Log Firecracker
Bats Mini P.E.K.K.A Guards
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log Mega Knight
Bats Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A The Log Mega Knight
Firecracker The Log Mega Knight
The Log Mega Knight
The Log
The Log
Firecracker The Log Mega Knight
Firecracker The Log
The Log Mega Knight
Firecracker The Log
Bats Firecracker
Bats Firecracker Guards
Mini P.E.K.K.A
The Log Mega Knight
Firecracker
Mega Knight
Firecracker The Log
Bats Guards
Firecracker
The Log
Firecracker Mini P.E.K.K.A Mega Knight
The Log Firecracker
Firecracker Mega Knight
Bats Firecracker Guards The Log
Firecracker Bats
Firecracker The Log Mega Knight
Firecracker Mega Knight

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