My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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!

Similar decks

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.

Bats Royal Giant Giant Elixir Collector Golem

Offensive cards

Win conditions

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

Royal Giant Giant Golem

Damage spells

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

Zap

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 Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

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 Giant Golem

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 Golem

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Elixir Collector Golem

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Zap Mini P.E.K.K.A Giant Royal Giant Elixir Collector Golem

Shortest cycle

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

8 Mirror Bats Zap Mini P.E.K.K.A

Attack Synergies 5 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.

Bats
Royal Giant Giant Zap Mini P.E.K.K.A Golem
Zap
Giant Mirror Bats Royal Giant Mini P.E.K.K.A Golem
Royal Giant
Bats Zap Mirror
Mini P.E.K.K.A
Giant Bats Zap Mirror Golem
Giant
Bats Zap Mini P.E.K.K.A
Elixir Collector
Mirror
Zap Royal Giant Mini P.E.K.K.A
Golem
Bats Zap Mini P.E.K.K.A

Defense Synergies 2 3

Bats
Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Mirror Bats
Royal Giant
Mini P.E.K.K.A
Zap Bats Mirror
Giant
Elixir Collector
Mirror
Zap Mini P.E.K.K.A
Golem

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.

Zap
Mini P.E.K.K.A Bats Zap
Mini P.E.K.K.A Bats
Mini P.E.K.K.A Bats
Mini P.E.K.K.A
Bats Zap
Bats Zap
Zap
Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Zap
Bats Zap
Mini P.E.K.K.A Bats Zap
Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Bats Mini P.E.K.K.A
Bats Zap
Zap Bats
Mini P.E.K.K.A
Bats Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap
Zap Mini P.E.K.K.A
Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Bats Zap
Mini P.E.K.K.A
Bats Zap
Mini P.E.K.K.A Bats
Mini P.E.K.K.A
Zap Bats Mini P.E.K.K.A
Bats Mini P.E.K.K.A
Zap
Mini P.E.K.K.A
Bats Zap Mini P.E.K.K.A
Bats Zap Mini P.E.K.K.A

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.)

Zap
Zap
Bats Zap
Zap
Zap
Bats Mini P.E.K.K.A
Zap
Zap
Zap
Zap
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Zap
Zap
Zap
Zap
Zap
Zap
Bats Zap
Zap Bats
Mini P.E.K.K.A
Zap
Zap
Zap Bats
Zap
Mini P.E.K.K.A
Zap
Zap
Zap Bats
Bats Zap
Zap

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