My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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 Firecracker

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 Firecracker P.E.K.K.A Golem Sparky Mega Knight

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap The Log

Punishments

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

Mega 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.

P.E.K.K.A Golem Mega Knight

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.

Firecracker Golem

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker The Log Sparky Mega Knight

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 Golem Sparky Mega Knight

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 Zap The Log Firecracker Sparky P.E.K.K.A Mega Knight Golem

Shortest cycle

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

9 Bats Zap The Log Firecracker

Attack Synergies 4 17

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
Mega Knight Zap Firecracker P.E.K.K.A Golem Sparky
Zap
Firecracker P.E.K.K.A Sparky Bats Golem The Log Mega Knight
Firecracker
Zap Bats P.E.K.K.A Golem Sparky Mega Knight
P.E.K.K.A
Zap Bats Firecracker The Log
Golem
Bats Zap Firecracker The Log Sparky
The Log
Zap P.E.K.K.A Golem Sparky Mega Knight
Sparky
Zap Bats Firecracker Golem The Log
Mega Knight
Bats Zap Firecracker The Log

Defense Synergies 3 14

Bats
Zap Firecracker P.E.K.K.A The Log Sparky Mega Knight
Zap
Mega Knight Bats Firecracker P.E.K.K.A The Log Sparky
Firecracker
The Log Bats Zap P.E.K.K.A Mega Knight
P.E.K.K.A
The Log Bats Zap Firecracker
Golem
The Log
Firecracker P.E.K.K.A Bats Zap Sparky Mega Knight
Sparky
Bats Zap The Log
Mega Knight
Zap Bats Firecracker 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.

Zap Firecracker The Log Sparky
P.E.K.K.A Sparky Bats Zap Firecracker The Log Mega Knight
P.E.K.K.A Sparky Mega Knight Bats
P.E.K.K.A Sparky Bats Firecracker Mega Knight
Firecracker P.E.K.K.A The Log Sparky Mega Knight
The Log Bats Zap Firecracker Mega Knight
Bats Zap Firecracker
Zap P.E.K.K.A The Log Sparky Mega Knight
P.E.K.K.A Sparky
Firecracker Sparky Mega Knight
Bats Zap Firecracker The Log Mega Knight
Bats Zap Firecracker
P.E.K.K.A Sparky Mega Knight Bats Zap The Log
Sparky Mega Knight Bats Zap Firecracker P.E.K.K.A The Log
P.E.K.K.A Sparky Mega Knight
Zap P.E.K.K.A The Log Sparky Mega Knight
Sparky Mega Knight Bats Firecracker P.E.K.K.A
Mega Knight Bats Zap Firecracker The Log
Zap The Log Bats Firecracker Mega Knight
P.E.K.K.A Sparky
Mega Knight Bats Firecracker P.E.K.K.A The Log Sparky

Counters to secondary win conditions

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

Mega Knight Zap P.E.K.K.A Sparky
Zap Firecracker The Log Mega Knight
P.E.K.K.A Mega Knight Bats Zap The Log Sparky
P.E.K.K.A Mega Knight Bats Zap The Log Sparky
P.E.K.K.A Sparky Mega Knight
Firecracker Bats Zap
P.E.K.K.A Sparky Bats
P.E.K.K.A Mega Knight Sparky
Zap P.E.K.K.A Mega Knight Bats Firecracker The Log Sparky
P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Bats Sparky
P.E.K.K.A Mega Knight Zap The Log
P.E.K.K.A Mega Knight Sparky
Firecracker Sparky Mega Knight
Sparky Bats Zap Firecracker P.E.K.K.A The Log
Bats Mega Knight Zap Firecracker P.E.K.K.A The Log Sparky

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.)

Firecracker The Log Sparky
Firecracker Zap The Log
The Log Sparky
Firecracker The Log Sparky
Zap Firecracker The Log Sparky Mega Knight
Firecracker Bats Zap
Firecracker The Log Sparky
The Log Zap Firecracker
The Log Zap Firecracker
Bats Sparky
Firecracker Zap The Log Sparky
Zap Firecracker
Firecracker The Log Sparky
Firecracker
Zap Firecracker The Log Sparky
Zap Firecracker The Log Sparky
Firecracker The Log Sparky Mega Knight
Sparky
Bats Sparky
Zap Firecracker The Log Sparky Mega Knight
Zap Firecracker The Log Mega Knight
The Log Sparky Mega Knight
The Log Sparky
Zap The Log
Zap Firecracker The Log Sparky Mega Knight
Firecracker The Log Zap Sparky
Zap The Log Sparky Mega Knight
Zap Firecracker The Log Sparky
Bats Zap Firecracker Sparky
Zap Bats Firecracker
Sparky
Zap The Log Sparky Mega Knight
Zap Firecracker Sparky
P.E.K.K.A Sparky Mega Knight
Firecracker The Log Sparky
Zap Bats
Zap Firecracker
The Log
Firecracker Sparky Mega Knight
The Log Zap Firecracker
Zap Sparky
Firecracker P.E.K.K.A Sparky Mega Knight
Zap Bats Firecracker The Log Sparky
Firecracker Bats Zap
Zap Firecracker The Log Sparky Mega Knight

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