My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Ram Rider

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.

Bats Royal Giant Dark Prince Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

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.

Royal Giant Mini P.E.K.K.A Dark Prince Ram Rider

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.

Royal Giant Mini P.E.K.K.A Dark Prince Ram Rider

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 Dark Prince Ram Rider

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 Royal Giant Guards Clone Dark Prince Ram Rider
Giant Snowball
Bats Guards Clone Ram Rider
Zap
Bats Royal Giant Guards Clone Dark Prince Ram Rider
Barbarian Barrel
Guards Clone Dark Prince
The Log
Royal Giant Mini P.E.K.K.A Guards Clone Dark Prince Ram Rider
Earthquake
Guards Clone
Arrows
Bats Guards Clone
Royal Delivery
Bats Mini P.E.K.K.A Guards Clone Dark Prince Ram Rider
Fireball
Clone Ram Rider
Poison
Bats Guards Clone
Lightning
Mini P.E.K.K.A Dark Prince Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince 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 Mini P.E.K.K.A Guards Clone Dark Prince

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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.

Bats The Log Guards Clone Mini P.E.K.K.A Dark Prince Ram Rider Royal Giant

Shortest cycle

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

10 Bats The Log Guards Clone

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.

Bats
Royal Giant Mini P.E.K.K.A Clone Dark Prince Ram Rider
Royal Giant
Bats Guards Dark Prince The Log
Mini P.E.K.K.A
Bats Dark Prince The Log Ram Rider
Guards
Royal Giant Clone The Log Ram Rider
Clone
Bats Guards
Dark Prince
Bats Royal Giant Mini P.E.K.K.A Ram Rider
The Log
Royal Giant Mini P.E.K.K.A Guards Ram Rider
Ram Rider
Bats Mini P.E.K.K.A Guards Dark Prince The Log

Defense Synergies 1 8

Bats
Mini P.E.K.K.A Dark Prince The Log
Royal Giant
Mini P.E.K.K.A
The Log Bats Guards Ram Rider
Guards
Mini P.E.K.K.A The Log
Clone
Dark Prince
Bats The Log
The Log
Mini P.E.K.K.A Bats Guards Dark Prince Ram Rider
Ram Rider
Mini P.E.K.K.A 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 Ram Rider
Mini P.E.K.K.A Bats Dark Prince The Log Ram Rider
Mini P.E.K.K.A Ram Rider Bats Dark Prince
Mini P.E.K.K.A Bats Guards Dark Prince Ram Rider
Mini P.E.K.K.A Dark Prince The Log
The Log Bats Guards Dark Prince
Bats Ram Rider
The Log Ram Rider
Mini P.E.K.K.A
Guards Mini P.E.K.K.A Dark Prince
Bats Guards Dark Prince The Log Ram Rider
Bats Ram Rider
Mini P.E.K.K.A Bats Guards Dark Prince The Log Ram Rider
Bats Mini P.E.K.K.A Guards Dark Prince The Log
Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A The Log Ram Rider
Bats Mini P.E.K.K.A Dark Prince
Bats Guards Dark Prince The Log Ram Rider
The Log Bats Guards Dark Prince Ram Rider
Mini P.E.K.K.A Ram Rider
Dark Prince Bats 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 Dark Prince
Mini P.E.K.K.A The Log
Guards Bats Mini P.E.K.K.A Dark Prince The Log Ram Rider
Mini P.E.K.K.A Guards Dark Prince Bats The Log Ram Rider
Mini P.E.K.K.A Guards Dark Prince Ram Rider
Bats Ram Rider
Mini P.E.K.K.A Guards Dark Prince Bats Ram Rider
Mini P.E.K.K.A Dark Prince
Bats Mini P.E.K.K.A Dark Prince The Log
Guards
Bats Mini P.E.K.K.A Guards Dark Prince
Guards Dark Prince The Log
Mini P.E.K.K.A Dark Prince Guards Ram Rider
Guards Bats Mini P.E.K.K.A Dark Prince The Log
Bats Mini P.E.K.K.A Dark Prince 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.)

Guards The Log
The Log Ram Rider
The Log
Guards Dark Prince The Log
Dark Prince The Log
Bats Ram Rider
The Log
The Log Ram Rider
The Log Ram Rider
Bats Mini P.E.K.K.A Guards
Dark Prince The Log Ram Rider
The Log
The Log
The Log
The Log
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Dark Prince The Log
The Log
The Log
The Log
The Log
The Log Dark Prince
The Log Ram Rider
The Log Ram Rider
The Log
Bats
Bats Guards
Mini P.E.K.K.A
The Log
The Log
Bats Guards Dark Prince
Ram Rider
The Log
Mini P.E.K.K.A Dark Prince
The Log
Dark Prince
Bats Guards The Log
Bats
Dark Prince The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: