My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Mega Minion

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 Knight Firecracker Mega Minion Battle Ram

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

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 Battle Ram

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.

Knight Mini P.E.K.K.A Battle Ram

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Arrows Knight Mega Minion Mini P.E.K.K.A Battle Ram Guards

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Firecracker Mega Minion Guards Mini P.E.K.K.A Battle Ram

Shortest cycle

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

11 Bats Arrows Knight Firecracker

Attack Synergies 4 11

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
Knight Firecracker Mega Minion Mini P.E.K.K.A Battle Ram
Arrows
Knight Mega Minion Mini P.E.K.K.A Battle Ram
Knight
Bats Firecracker Mega Minion Battle Ram Arrows
Firecracker
Knight Bats Mega Minion Mini P.E.K.K.A Battle Ram
Mega Minion
Knight Bats Arrows Firecracker
Mini P.E.K.K.A
Bats Arrows Firecracker
Battle Ram
Knight Bats Arrows Firecracker
Guards

Defense Synergies 3 11

Bats
Knight Firecracker Mini P.E.K.K.A
Arrows
Knight Mega Minion Mini P.E.K.K.A
Knight
Bats Firecracker Mega Minion Arrows Mini P.E.K.K.A
Firecracker
Knight Bats Mega Minion Mini P.E.K.K.A Guards
Mega Minion
Knight Arrows Firecracker Guards
Mini P.E.K.K.A
Bats Arrows Knight Firecracker Guards
Battle Ram
Guards
Firecracker Mega Minion Mini P.E.K.K.A

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.

Knight Firecracker Mega Minion
Mini P.E.K.K.A Bats Knight Firecracker Mega Minion
Mini P.E.K.K.A Bats Knight Mega Minion
Mini P.E.K.K.A Bats Knight Firecracker Mega Minion Guards
Arrows Firecracker Mini P.E.K.K.A
Arrows Bats Firecracker Mega Minion Guards
Bats Mega Minion Arrows Firecracker
Arrows
Mini P.E.K.K.A
Knight Guards Firecracker Mini P.E.K.K.A
Bats Guards Arrows Knight Firecracker Mega Minion
Arrows Mega Minion Bats Firecracker
Mini P.E.K.K.A Bats Knight Guards
Bats Arrows Firecracker Mega Minion Mini P.E.K.K.A Guards
Mini P.E.K.K.A Knight
Mini P.E.K.K.A
Bats Arrows Knight Firecracker Mini P.E.K.K.A
Arrows Bats Knight Firecracker Mega Minion Guards
Arrows Bats Knight Firecracker Mega Minion Guards
Mini P.E.K.K.A
Bats Arrows Knight Firecracker Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Guards
Arrows Knight Firecracker Mega Minion Mini P.E.K.K.A
Guards Bats Knight Mini P.E.K.K.A
Mini P.E.K.K.A Guards Bats Knight
Knight Mini P.E.K.K.A Guards
Arrows Firecracker Bats
Mini P.E.K.K.A Guards Bats Knight Mega Minion
Mini P.E.K.K.A Knight
Bats Knight Firecracker Mega Minion Mini P.E.K.K.A
Mega Minion Guards
Bats Knight Mega Minion Mini P.E.K.K.A Guards
Arrows Guards
Mini P.E.K.K.A Knight Guards
Firecracker
Guards Bats Knight Firecracker Mega Minion Mini P.E.K.K.A
Bats Arrows Firecracker Mega Minion Mini P.E.K.K.A
Arrows

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.)

Arrows Knight Firecracker Guards
Arrows Firecracker
Arrows
Arrows Knight Firecracker Guards
Arrows Firecracker
Arrows Firecracker Bats Mega Minion
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats Mini P.E.K.K.A Guards
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats Mini P.E.K.K.A
Arrows Firecracker Mega Minion Mini P.E.K.K.A
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker
Mega Minion
Arrows Firecracker
Arrows
Arrows Firecracker
Bats Arrows Firecracker
Bats Firecracker Mega Minion Guards
Mega Minion Mini P.E.K.K.A
Arrows
Arrows Firecracker
Arrows Firecracker
Bats Guards
Arrows Firecracker Mega Minion
Arrows
Knight Firecracker Mega Minion Mini P.E.K.K.A
Arrows Firecracker
Arrows
Firecracker Mega Minion
Bats Firecracker Guards
Firecracker Bats
Firecracker

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