My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Mighty Miner

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Hunter

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 Wizard Hunter 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 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.

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 Guards
Barbarian Barrel
Wizard Guards Hunter
The Log
Mini P.E.K.K.A Guards Hunter
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Mini P.E.K.K.A Wizard Guards Hunter
Fireball
Wizard Hunter
Poison
Bats Wizard Guards Hunter
Lightning
Mini P.E.K.K.A Wizard Hunter
Rocket
Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Hunter 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

Weak when underleveled

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

Wizard

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.

Bats Zap The Log Guards Mini P.E.K.K.A Hunter Wizard Mega Knight

Shortest cycle

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

9 Bats Zap The Log Guards

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
Mega Knight Zap Mini P.E.K.K.A
Zap
Bats Mini P.E.K.K.A Guards Hunter The Log Mega Knight
Mini P.E.K.K.A
Bats Zap Wizard Hunter The Log Mega Knight
Wizard
Mini P.E.K.K.A Mega Knight
Guards
Zap The Log
Hunter
Zap Mini P.E.K.K.A Mega Knight
The Log
Zap Mini P.E.K.K.A Guards Mega Knight
Mega Knight
Bats Zap Mini P.E.K.K.A Wizard Hunter The Log

Defense Synergies 4 18

Bats
Zap Mini P.E.K.K.A Hunter The Log Mega Knight
Zap
Mini P.E.K.K.A Mega Knight Bats Guards Hunter The Log
Mini P.E.K.K.A
Zap The Log Bats Wizard Guards Hunter
Wizard
Mini P.E.K.K.A Guards The Log Mega Knight
Guards
Hunter Zap Mini P.E.K.K.A Wizard The Log
Hunter
Guards Bats Zap Mini P.E.K.K.A The Log Mega Knight
The Log
Mini P.E.K.K.A Bats Zap Wizard Guards Hunter Mega Knight
Mega Knight
Zap Bats Wizard Hunter 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 Wizard The Log
Mini P.E.K.K.A Hunter Bats Zap The Log Mega Knight
Mini P.E.K.K.A Hunter Mega Knight Bats
Mini P.E.K.K.A Hunter Bats Guards Mega Knight
Mini P.E.K.K.A The Log Mega Knight
The Log Bats Zap Guards Hunter Mega Knight
Bats Hunter Zap Wizard
Zap The Log Mega Knight
Mini P.E.K.K.A Hunter
Guards Mini P.E.K.K.A Hunter Mega Knight
Bats Guards Zap Wizard Hunter The Log Mega Knight
Hunter Bats Zap Wizard
Mini P.E.K.K.A Hunter Mega Knight Bats Zap Wizard Guards The Log
Wizard Mega Knight Bats Zap Mini P.E.K.K.A Guards Hunter The Log
Mini P.E.K.K.A Hunter Mega Knight
Zap Mini P.E.K.K.A Hunter The Log Mega Knight
Wizard Mega Knight Bats Mini P.E.K.K.A Hunter
Mega Knight Bats Zap Wizard Guards Hunter The Log
Zap Wizard Hunter The Log Bats Guards Mega Knight
Mini P.E.K.K.A Hunter
Wizard Mega Knight Bats Mini P.E.K.K.A Guards Hunter 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 Zap
Zap Mini P.E.K.K.A Wizard Hunter The Log Mega Knight
Guards Mega Knight Bats Zap Mini P.E.K.K.A Hunter The Log
Mini P.E.K.K.A Guards Hunter Mega Knight Bats Zap The Log
Mini P.E.K.K.A Guards Hunter Mega Knight
Wizard Bats Zap Hunter
Mini P.E.K.K.A Guards Bats Hunter
Mini P.E.K.K.A Mega Knight Hunter
Zap Mega Knight Bats Mini P.E.K.K.A The Log
Guards
Mega Knight Bats Mini P.E.K.K.A Guards Hunter
Mega Knight Zap Guards The Log
Mini P.E.K.K.A Mega Knight Wizard Guards Hunter
Wizard Mega Knight
Guards Bats Zap Mini P.E.K.K.A Hunter The Log
Bats Mega Knight Zap Mini P.E.K.K.A Wizard Hunter 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
Zap The Log
The Log
Guards The Log
Wizard Zap The Log Mega Knight
Wizard Bats Zap Hunter
Wizard The Log
The Log Zap Wizard Hunter
The Log Zap Wizard
Bats Mini P.E.K.K.A Guards
Zap Wizard The Log
Zap Wizard
Hunter The Log
Zap The Log
Zap Wizard Hunter The Log
Wizard The Log Mega Knight
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Hunter The Log Mega Knight
Zap Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Zap The Log
Zap The Log Wizard Hunter Mega Knight
The Log Zap Wizard Hunter
Zap Wizard The Log Mega Knight
Zap The Log
Bats Zap Wizard Hunter
Zap Bats Wizard Guards
Mini P.E.K.K.A
Zap Wizard Hunter The Log Mega Knight
Zap
Mega Knight
Wizard The Log
Zap Bats Guards
Zap Wizard Hunter
The Log
Mini P.E.K.K.A Wizard Hunter Mega Knight
The Log Zap Wizard
Zap
Mega Knight
Zap Bats Guards The Log
Bats Zap
Zap The Log Mega Knight

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