My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer Electro Wizard

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 Royal Giant Musketeer P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball The Log

Punishments

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

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Giant 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.

Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 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.

Royal Giant Fireball

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.

Fireball Musketeer Electro 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.

Mirror Bats The Log Fireball Musketeer Electro Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

8 Mirror Bats The Log Fireball

Attack Synergies 5 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
Royal Giant P.E.K.K.A
Royal Giant
Bats Fireball Musketeer Mirror The Log Electro Wizard
Fireball
Royal Giant Mirror The Log Electro Wizard
Musketeer
Royal Giant Mirror P.E.K.K.A The Log
Mirror
Fireball The Log Royal Giant Musketeer
P.E.K.K.A
Electro Wizard Bats Musketeer The Log
The Log
Mirror Royal Giant Fireball Musketeer P.E.K.K.A
Electro Wizard
P.E.K.K.A Royal Giant Fireball

Defense Synergies 4 13

Bats
Musketeer P.E.K.K.A The Log Electro Wizard
Royal Giant
Fireball
Mirror The Log Musketeer Electro Wizard
Musketeer
The Log Bats Fireball Mirror P.E.K.K.A Electro Wizard
Mirror
Fireball Musketeer The Log Electro Wizard
P.E.K.K.A
The Log Bats Musketeer Electro Wizard
The Log
Fireball Musketeer P.E.K.K.A Bats Mirror Electro Wizard
Electro Wizard
Bats Fireball Musketeer Mirror P.E.K.K.A 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.

Fireball Musketeer The Log Electro Wizard
P.E.K.K.A Bats Musketeer The Log Electro Wizard
P.E.K.K.A Bats Musketeer Electro Wizard
P.E.K.K.A Bats Musketeer Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Bats Musketeer Electro Wizard
Bats Musketeer Electro Wizard Fireball
Fireball Musketeer P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Musketeer
Musketeer Electro Wizard
Bats Electro Wizard Fireball Musketeer The Log
Musketeer Bats Fireball Electro Wizard
P.E.K.K.A Bats Fireball Musketeer The Log Electro Wizard
Fireball Bats P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A The Log Electro Wizard
Bats Fireball Musketeer P.E.K.K.A Electro Wizard
Fireball Bats Musketeer The Log Electro Wizard
The Log Bats Fireball Musketeer Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Bats Fireball Musketeer P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Musketeer The Log
P.E.K.K.A Bats Musketeer The Log Electro Wizard
P.E.K.K.A Bats Fireball Musketeer The Log Electro Wizard
P.E.K.K.A Musketeer
Fireball Bats Musketeer Electro Wizard
P.E.K.K.A Bats Fireball Musketeer Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Fireball The Log
P.E.K.K.A Musketeer
P.E.K.K.A Bats Musketeer
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Fireball
Fireball Musketeer
Electro Wizard Bats Fireball Musketeer P.E.K.K.A The Log
Bats Fireball Musketeer P.E.K.K.A The Log Electro Wizard

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.)

Fireball Musketeer The Log
Fireball Musketeer The Log Electro Wizard
Fireball The Log
Fireball Musketeer The Log
Fireball The Log
Fireball Bats Musketeer
Musketeer The Log
Fireball The Log
Fireball The Log
Bats Fireball Musketeer Electro Wizard
Fireball Musketeer The Log Electro Wizard
Fireball Musketeer
Fireball Musketeer The Log
Fireball Musketeer
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball
Bats
Fireball Musketeer The Log Electro Wizard
Fireball The Log
Fireball Musketeer The Log
Fireball
Musketeer The Log
Fireball Musketeer The Log
The Log Fireball
Fireball The Log Musketeer Electro Wizard
Fireball Musketeer The Log
Fireball Musketeer The Log
Bats Fireball Musketeer Electro Wizard
Electro Wizard Bats Fireball Musketeer
Fireball
Fireball Musketeer The Log
Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Electro Wizard Bats Fireball Musketeer
Fireball Musketeer Electro Wizard
The Log Fireball
Fireball Musketeer Electro Wizard
The Log Fireball Musketeer
Fireball
Musketeer P.E.K.K.A
Bats Fireball Musketeer The Log Electro Wizard
Bats Fireball Musketeer Electro Wizard
Fireball Musketeer The Log Electro Wizard

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