My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Magic Archer Little Prince

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 Giant P.E.K.K.A Magic Archer Lumberjack Little Prince

Offensive cards

Win conditions

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

Giant

Damage spells

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

Void

Punishments

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

Giant Lumberjack

Pump responses

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

Void

Dropped at the bridge

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

Knight Giant P.E.K.K.A Magic Archer 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.

Magic Archer Lumberjack

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 Giant
Giant Snowball
Bats Lumberjack Little Prince
Zap
Bats Little Prince
Barbarian Barrel
Knight Magic Archer Lumberjack Little Prince
The Log
Lumberjack Little Prince
Earthquake
Arrows
Bats Little Prince
Royal Delivery
Bats Knight P.E.K.K.A Magic Archer Lumberjack Little Prince
Fireball
Magic Archer Lumberjack Little Prince
Poison
Bats Magic Archer Little Prince
Lightning
Knight Magic Archer Lumberjack Little Prince
Rocket
Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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 Knight P.E.K.K.A

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 Knight Void Little Prince Magic Archer Lumberjack Giant P.E.K.K.A

Shortest cycle

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

11 Bats Knight Void Little Prince

Attack Synergies 3 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 Giant P.E.K.K.A Lumberjack
Knight
Bats Magic Archer Lumberjack Little Prince
Giant
Bats Void Magic Archer Lumberjack Little Prince
Void
Giant
P.E.K.K.A
Magic Archer Bats Lumberjack
Magic Archer
P.E.K.K.A Knight Giant Lumberjack
Lumberjack
Bats Knight Giant P.E.K.K.A Magic Archer
Little Prince
Knight Giant

Defense Synergies 3 5

Bats
Knight P.E.K.K.A Lumberjack
Knight
Bats Magic Archer Little Prince Lumberjack
Giant
Void
P.E.K.K.A
Bats
Magic Archer
Knight Lumberjack
Lumberjack
Bats Knight Magic Archer Little Prince
Little Prince
Knight Lumberjack

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 Void Magic Archer
P.E.K.K.A Lumberjack Bats Knight
P.E.K.K.A Lumberjack Bats Knight Void
P.E.K.K.A Lumberjack Bats Knight
P.E.K.K.A Lumberjack
Bats Magic Archer Lumberjack
Bats Void Magic Archer Little Prince
Void P.E.K.K.A Magic Archer
P.E.K.K.A Lumberjack
Knight Lumberjack Little Prince
Bats Knight Magic Archer Lumberjack
Bats Magic Archer
P.E.K.K.A Lumberjack Bats Knight
Bats P.E.K.K.A Magic Archer Lumberjack
P.E.K.K.A Knight Lumberjack
P.E.K.K.A Lumberjack
Bats Knight P.E.K.K.A Lumberjack
Bats Knight Magic Archer Lumberjack Little Prince
Bats Knight Magic Archer Lumberjack Little Prince
P.E.K.K.A Lumberjack
Bats Knight P.E.K.K.A Lumberjack Little Prince

Counters to secondary win conditions

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

Knight Lumberjack Void P.E.K.K.A
Void Knight Magic Archer Lumberjack
P.E.K.K.A Lumberjack Bats Knight
P.E.K.K.A Lumberjack Bats Knight
P.E.K.K.A Knight Lumberjack
Bats Magic Archer
P.E.K.K.A Bats Knight Void Lumberjack
P.E.K.K.A Knight Lumberjack
Void P.E.K.K.A Bats Knight Magic Archer
P.E.K.K.A
P.E.K.K.A Bats Knight Lumberjack
P.E.K.K.A Void
P.E.K.K.A Knight Lumberjack
Magic Archer
Bats Knight P.E.K.K.A Magic Archer Lumberjack Little Prince
Bats P.E.K.K.A Magic Archer

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.)

Void Magic Archer Knight
Void Magic Archer
Void Magic Archer
Knight Void
Magic Archer
Bats Magic Archer
Magic Archer
Magic Archer
Void
Bats Void Lumberjack
Void Knight Magic Archer
Void Magic Archer
Knight Void Magic Archer
Void Magic Archer
Magic Archer
Magic Archer
Magic Archer
Bats
Void Magic Archer
Magic Archer Little Prince
Void Magic Archer
Void
Void
Void
Magic Archer Little Prince
Void Magic Archer
Void Magic Archer
Void Magic Archer
Bats Magic Archer Little Prince
Bats Void
Void
Void Magic Archer
Void Magic Archer
P.E.K.K.A
Magic Archer
Bats Void Magic Archer
Magic Archer
Void Knight Magic Archer Lumberjack
Magic Archer
Void
P.E.K.K.A
Bats Magic Archer
Bats Void Magic Archer
Void Magic Archer Little Prince

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