My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Three Musketeers

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 Three Musketeers P.E.K.K.A

Offensive cards

Win conditions

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

Three Musketeers Graveyard

Damage spells

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

Arrows Freeze The Log

Punishments

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

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians P.E.K.K.A

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.

Graveyard

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 Three Musketeers Graveyard
Giant Snowball
Bats Barbarians Three Musketeers Graveyard
Zap
Bats Three Musketeers Graveyard
Barbarian Barrel
Barbarians Three Musketeers Graveyard
The Log
Barbarians Three Musketeers Graveyard
Earthquake
Barbarians Graveyard
Arrows
Bats Graveyard
Royal Delivery
Bats Barbarians Three Musketeers P.E.K.K.A Graveyard
Fireball
Barbarians Three Musketeers
Poison
Bats Barbarians Three Musketeers Graveyard
Lightning
Three Musketeers
Rocket
Barbarians Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze 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 Arrows Freeze P.E.K.K.A

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.

Graveyard

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.

Barbarians Three Musketeers

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 The Log Arrows Freeze Barbarians Graveyard P.E.K.K.A Three Musketeers

Shortest cycle

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

11 Bats The Log Arrows Freeze

Attack Synergies 3 8

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
P.E.K.K.A Graveyard
Arrows
P.E.K.K.A Graveyard Freeze
Barbarians
Three Musketeers
The Log Graveyard
Freeze
Graveyard Arrows
P.E.K.K.A
Arrows Bats The Log Graveyard
The Log
Three Musketeers P.E.K.K.A Graveyard
Graveyard
Arrows Freeze Bats Three Musketeers P.E.K.K.A The Log

Defense Synergies 1 6

Bats
Freeze P.E.K.K.A The Log
Arrows
Barbarians P.E.K.K.A
Barbarians
Arrows
Three Musketeers
The Log
Freeze
Bats
P.E.K.K.A
The Log Bats Arrows
The Log
P.E.K.K.A Bats Three Musketeers
Graveyard

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
Barbarians P.E.K.K.A Bats Three Musketeers The Log
Barbarians Three Musketeers P.E.K.K.A Bats Freeze
Barbarians Three Musketeers P.E.K.K.A Bats
Arrows Barbarians P.E.K.K.A The Log
Arrows Freeze The Log Bats
Bats Three Musketeers Arrows Freeze
Arrows Barbarians P.E.K.K.A The Log
Barbarians Three Musketeers P.E.K.K.A
Barbarians
Bats Barbarians Arrows Freeze The Log
Arrows Three Musketeers Bats
Barbarians P.E.K.K.A Bats Three Musketeers Freeze The Log
Three Musketeers Bats Arrows Barbarians Freeze P.E.K.K.A The Log
Barbarians P.E.K.K.A Three Musketeers
Barbarians Three Musketeers Freeze P.E.K.K.A The Log
Barbarians Three Musketeers Bats Arrows P.E.K.K.A
Arrows Bats Barbarians Three Musketeers The Log
Arrows Freeze The Log Bats Barbarians
Barbarians P.E.K.K.A Three Musketeers
Bats Arrows Barbarians 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.

Barbarians P.E.K.K.A
Arrows The Log
Barbarians P.E.K.K.A Bats The Log
P.E.K.K.A Bats Barbarians The Log
Barbarians P.E.K.K.A Three Musketeers
Arrows Bats Three Musketeers Freeze
P.E.K.K.A Bats Barbarians
P.E.K.K.A Barbarians
Freeze P.E.K.K.A Bats Barbarians The Log
P.E.K.K.A Barbarians Three Musketeers
P.E.K.K.A Bats Barbarians
P.E.K.K.A Arrows Barbarians The Log
Barbarians P.E.K.K.A Three Musketeers
Barbarians Three Musketeers
Barbarians Bats Three Musketeers Freeze P.E.K.K.A The Log
Bats Arrows Barbarians Freeze 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.)

Arrows Freeze The Log
Arrows The Log
Arrows The Log
Arrows Barbarians Freeze The Log
Arrows The Log
Arrows Bats Freeze
Arrows The Log
Arrows The Log Freeze
Arrows The Log
Bats Three Musketeers
Arrows The Log
Arrows
Three Musketeers The Log
Arrows Freeze
Arrows The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers Freeze
Bats
Arrows Three Musketeers The Log
Arrows The Log
The Log
Arrows
The Log
Arrows Barbarians The Log
Arrows Freeze The Log
Arrows The Log
Arrows The Log
Arrows The Log
Bats Arrows
Bats Freeze
Arrows The Log
Arrows Freeze
P.E.K.K.A
Arrows The Log
Bats Barbarians Freeze
Arrows Three Musketeers
Freeze
Arrows The Log
Three Musketeers
Arrows The Log
Arrows
Three Musketeers P.E.K.K.A
Bats Freeze The Log
Bats
Freeze The Log

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