My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Tesla Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers Tesla Royal Giant P.E.K.K.A Magic Archer

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.

Zap

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.

Missing

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 Magic Archer

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

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 Archers Royal Giant Guards
Giant Snowball
Bats Archers Guards
Zap
Bats Archers Royal Giant Guards
Barbarian Barrel
Archers Tesla Guards Magic Archer
The Log
Archers Royal Giant Guards
Earthquake
Archers Tesla Guards
Arrows
Bats Archers Guards
Royal Delivery
Bats Archers Guards P.E.K.K.A Magic Archer
Fireball
Archers Tesla Magic Archer
Poison
Bats Archers Guards Magic Archer
Lightning
Tesla Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Guards 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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Guards Tesla Magic Archer Royal Giant P.E.K.K.A

Shortest cycle

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

10 Bats Zap Archers Guards

Attack Synergies 3 10

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 Zap P.E.K.K.A
Zap
P.E.K.K.A Bats Archers Royal Giant Guards Magic Archer
Archers
Zap Royal Giant P.E.K.K.A
Tesla
Royal Giant
Bats Zap Archers Guards Magic Archer
Guards
Zap Royal Giant
P.E.K.K.A
Zap Magic Archer Bats Archers
Magic Archer
P.E.K.K.A Zap Royal Giant

Defense Synergies 0 14

Bats
Zap Tesla P.E.K.K.A
Zap
Bats Archers Tesla Guards P.E.K.K.A Magic Archer
Archers
Zap Tesla Guards P.E.K.K.A
Tesla
Bats Zap Archers Guards Magic Archer
Royal Giant
Guards
Zap Archers Tesla Magic Archer
P.E.K.K.A
Bats Zap Archers
Magic Archer
Zap Tesla Guards

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 Tesla Magic Archer
P.E.K.K.A Bats Zap Tesla
Tesla P.E.K.K.A Bats Archers
Tesla P.E.K.K.A Bats Guards
P.E.K.K.A
Bats Zap Archers Tesla Guards Magic Archer
Bats Tesla Zap Archers Magic Archer
Zap Tesla P.E.K.K.A Magic Archer
Tesla P.E.K.K.A
Guards Archers Tesla
Bats Archers Guards Zap Tesla Magic Archer
Tesla Bats Zap Archers Magic Archer
Tesla P.E.K.K.A Bats Zap Guards
Bats Zap Tesla Guards P.E.K.K.A Magic Archer
P.E.K.K.A Tesla
Zap Tesla P.E.K.K.A
Tesla Bats P.E.K.K.A
Tesla Bats Zap Archers Guards Magic Archer
Zap Bats Archers Tesla Guards Magic Archer
P.E.K.K.A Tesla
Bats Archers Tesla Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Archers Tesla P.E.K.K.A
Zap Archers Tesla Magic Archer
Guards P.E.K.K.A Bats Zap
Guards P.E.K.K.A Bats Zap Tesla
P.E.K.K.A Tesla Guards
Bats Zap Archers Tesla Magic Archer
Guards P.E.K.K.A Bats Archers Tesla
P.E.K.K.A Tesla
Zap P.E.K.K.A Bats Magic Archer
P.E.K.K.A Tesla Guards
P.E.K.K.A Bats Tesla Guards
P.E.K.K.A Zap Guards
P.E.K.K.A Tesla Guards
Archers Tesla Magic Archer
Tesla Guards Bats Zap Archers P.E.K.K.A Magic Archer
Bats Zap Archers Tesla 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.)

Magic Archer Guards
Zap Magic Archer
Magic Archer
Guards
Zap Magic Archer
Bats Zap Magic Archer
Archers Magic Archer
Zap Magic Archer
Zap
Bats Guards
Zap Magic Archer
Zap Archers Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Bats
Zap Archers Magic Archer
Zap Magic Archer
Magic Archer
Zap
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
Bats Zap Archers Magic Archer
Zap Bats Guards
Zap Magic Archer
Zap Magic Archer
P.E.K.K.A
Magic Archer
Zap Bats Archers Guards Magic Archer
Zap Archers Magic Archer
Magic Archer
Zap Magic Archer
Zap
P.E.K.K.A
Zap Bats Guards Magic Archer
Bats Zap Magic Archer
Zap Magic Archer

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