My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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 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 Elixir Golem Three Musketeers Electro Giant Lumberjack Golden Knight

Offensive cards

Win conditions

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

Elixir Golem Three Musketeers Electro Giant

Damage spells

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

Rage

Punishments

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

Elixir Golem Mini P.E.K.K.A Lumberjack Golden 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.

Elixir Golem Mini P.E.K.K.A Electro Giant Lumberjack

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 Lumberjack Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant

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 Elixir Golem Mini P.E.K.K.A Rage Electro Giant

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Elixir Golem Mini P.E.K.K.A Lumberjack Golden Knight Electro Giant Three Musketeers

Shortest cycle

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

11 Bats Rage Elixir Golem Mini P.E.K.K.A

Attack Synergies 2 14

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
Elixir Golem Mini P.E.K.K.A Rage Lumberjack
Elixir Golem
Rage Bats Mini P.E.K.K.A Three Musketeers Lumberjack
Mini P.E.K.K.A
Bats Elixir Golem Rage Electro Giant Lumberjack
Three Musketeers
Elixir Golem Rage Golden Knight
Rage
Elixir Golem Bats Mini P.E.K.K.A Three Musketeers Golden Knight
Electro Giant
Golden Knight Mini P.E.K.K.A Lumberjack
Lumberjack
Bats Elixir Golem Mini P.E.K.K.A Electro Giant
Golden Knight
Electro Giant Three Musketeers Rage

Defense Synergies 0 5

Bats
Mini P.E.K.K.A Lumberjack Golden Knight
Elixir Golem
Mini P.E.K.K.A
Bats Electro Giant
Three Musketeers
Rage
Electro Giant
Mini P.E.K.K.A Golden Knight
Lumberjack
Bats
Golden Knight
Bats Electro Giant

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.

Golden Knight
Mini P.E.K.K.A Lumberjack Bats Three Musketeers
Mini P.E.K.K.A Three Musketeers Lumberjack Bats
Mini P.E.K.K.A Three Musketeers Lumberjack Bats
Mini P.E.K.K.A Lumberjack
Bats Lumberjack
Bats Three Musketeers
Electro Giant Golden Knight
Mini P.E.K.K.A Three Musketeers Lumberjack
Mini P.E.K.K.A Lumberjack
Bats Electro Giant Lumberjack
Three Musketeers Bats
Mini P.E.K.K.A Lumberjack Bats Three Musketeers
Three Musketeers Bats Mini P.E.K.K.A Lumberjack Golden Knight
Mini P.E.K.K.A Three Musketeers Lumberjack
Mini P.E.K.K.A Three Musketeers Electro Giant Lumberjack
Three Musketeers Bats Mini P.E.K.K.A Lumberjack
Bats Three Musketeers Lumberjack Golden Knight
Bats Lumberjack
Mini P.E.K.K.A Three Musketeers Lumberjack
Bats Mini P.E.K.K.A Electro Giant Lumberjack

Counters to secondary win conditions

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

Mini P.E.K.K.A Lumberjack Electro Giant
Mini P.E.K.K.A Lumberjack
Lumberjack Bats Mini P.E.K.K.A Golden Knight
Mini P.E.K.K.A Lumberjack Bats
Mini P.E.K.K.A Three Musketeers Lumberjack
Electro Giant Bats Three Musketeers
Mini P.E.K.K.A Bats Lumberjack
Mini P.E.K.K.A Lumberjack
Bats Mini P.E.K.K.A
Three Musketeers
Bats Mini P.E.K.K.A Lumberjack Golden Knight
Electro Giant
Mini P.E.K.K.A Three Musketeers Lumberjack Golden Knight
Three Musketeers Electro Giant
Electro Giant Bats Mini P.E.K.K.A Three Musketeers Lumberjack Golden Knight
Bats Mini P.E.K.K.A Electro Giant Golden Knight

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.)

Golden Knight
Golden Knight
Electro Giant Bats
Golden Knight
Bats Mini P.E.K.K.A Three Musketeers Lumberjack
Golden Knight
Three Musketeers Golden Knight
Three Musketeers Golden Knight
Three Musketeers
Three Musketeers
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Three Musketeers
Electro Giant Golden Knight
Electro Giant
Golden Knight
Golden Knight
Golden Knight
Bats Electro Giant
Bats Electro Giant
Mini P.E.K.K.A
Bats
Three Musketeers
Mini P.E.K.K.A Three Musketeers Lumberjack
Electro Giant
Three Musketeers
Electro Giant Bats Golden Knight
Bats
Electro Giant Golden Knight

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