My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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!
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 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!

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 P.E.K.K.A 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.

Zap Rage The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

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.

Electro Spirit 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.

Electro Spirit

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
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats
Barbarian Barrel
Skeletons Electro Spirit
The Log
Skeletons Electro Spirit
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Bats
Royal Delivery
Skeletons Electro Spirit Bats P.E.K.K.A
Fireball
Poison
Bats
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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.

Electro Spirit Bats Rage P.E.K.K.A 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.

Skeletons Electro Spirit Bats Zap Rage The Log P.E.K.K.A Mega Knight

Shortest cycle

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

6 Skeletons Electro Spirit Bats Zap

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
Electro Spirit
Zap P.E.K.K.A
Bats
Mega Knight Zap Rage P.E.K.K.A
Zap
P.E.K.K.A Electro Spirit Bats The Log Mega Knight
Rage
Bats
P.E.K.K.A
Zap Electro Spirit Bats The Log
The Log
Zap P.E.K.K.A Mega Knight
Mega Knight
Bats Zap The Log

Defense Synergies 2 14

Skeletons
Electro Spirit Bats Zap P.E.K.K.A The Log
Electro Spirit
Skeletons Zap The Log
Bats
Skeletons Zap P.E.K.K.A The Log Mega Knight
Zap
Mega Knight Skeletons Electro Spirit Bats P.E.K.K.A The Log
Rage
P.E.K.K.A
The Log Skeletons Bats Zap
The Log
P.E.K.K.A Skeletons Electro Spirit Bats Zap Mega Knight
Mega Knight
Zap 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.

Zap The Log
P.E.K.K.A Skeletons Bats Zap The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Bats
P.E.K.K.A Skeletons Bats Mega Knight
P.E.K.K.A The Log Mega Knight
The Log Skeletons Electro Spirit Bats Zap Mega Knight
Bats Electro Spirit Zap
Electro Spirit Zap P.E.K.K.A The Log Mega Knight
P.E.K.K.A Skeletons
Skeletons Mega Knight
Bats Skeletons Electro Spirit Zap The Log Mega Knight
Bats Zap
P.E.K.K.A Mega Knight Skeletons Bats Zap The Log
Mega Knight Electro Spirit Bats Zap P.E.K.K.A The Log
P.E.K.K.A Mega Knight
Zap P.E.K.K.A The Log Mega Knight
Mega Knight Skeletons Bats P.E.K.K.A
Mega Knight Electro Spirit Bats Zap The Log
Zap The Log Electro Spirit Bats Mega Knight
P.E.K.K.A
Mega Knight Electro Spirit Bats P.E.K.K.A The Log

Counters to secondary win conditions

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

Mega Knight Skeletons Zap P.E.K.K.A
Zap The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Bats Zap The Log
P.E.K.K.A Mega Knight Bats Zap The Log
P.E.K.K.A Skeletons Mega Knight
Skeletons Electro Spirit Bats Zap
P.E.K.K.A Skeletons Bats
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Skeletons Electro Spirit Bats The Log
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Zap The Log
P.E.K.K.A Mega Knight Skeletons
Mega Knight
Skeletons Electro Spirit Bats Zap P.E.K.K.A The Log
Bats Mega Knight Electro Spirit Zap 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.)

The Log
Zap The Log
The Log
The Log
Zap The Log Mega Knight
Electro Spirit Bats Zap
The Log
The Log Zap
The Log Zap
Bats
Zap The Log
Zap
The Log
Zap The Log
Zap The Log
The Log Mega Knight
Bats
Zap The Log Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Electro Spirit Mega Knight
The Log Zap
Zap The Log Mega Knight
Zap The Log
Bats Zap
Zap Electro Spirit Bats
Zap The Log Mega Knight
Zap Electro Spirit
P.E.K.K.A Mega Knight
The Log
Zap Electro Spirit Bats
Zap
The Log
Mega Knight
The Log Zap
Zap
P.E.K.K.A Mega Knight
Zap Electro Spirit Bats The Log
Bats Zap
Zap The Log Mega Knight

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