My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard 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.

Bomber Bats Electro Wizard Mega Knight Little Prince

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

The Log

Punishments

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

Mini P.E.K.K.A Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Mini P.E.K.K.A 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.

Mini P.E.K.K.A Goblin Barrel 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
Bomber Bats Goblin Barrel
Giant Snowball
Bomber Bats Goblin Barrel Little Prince
Zap
Bomber Bats Goblin Barrel Little Prince
Barbarian Barrel
Bomber Goblin Barrel Electro Wizard Little Prince
The Log
Bomber Mini P.E.K.K.A Goblin Barrel Little Prince
Earthquake
Bomber Goblin Barrel
Arrows
Bomber Bats Goblin Barrel Little Prince
Royal Delivery
Bomber Bats Mini P.E.K.K.A Goblin Barrel Electro Wizard Little Prince
Fireball
Bomber Goblin Barrel Electro Wizard Little Prince
Poison
Bomber Bats Electro Wizard Little Prince
Lightning
Mini P.E.K.K.A Electro Wizard Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber The Log 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 Mini P.E.K.K.A Mega Knight

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.

Goblin Barrel

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.

Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats The Log Goblin Barrel Little Prince Mini P.E.K.K.A Electro Wizard Mega Knight

Shortest cycle

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

9 Bomber Bats The Log Goblin Barrel

Attack Synergies 1 13

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.

Bomber
Bats Mini P.E.K.K.A Mega Knight
Bats
Mega Knight Bomber Mini P.E.K.K.A Goblin Barrel
Mini P.E.K.K.A
Bomber Bats The Log Electro Wizard Mega Knight Little Prince
Goblin Barrel
Bats Mega Knight
The Log
Mini P.E.K.K.A Mega Knight Little Prince
Electro Wizard
Mini P.E.K.K.A Mega Knight
Mega Knight
Bats Bomber Mini P.E.K.K.A Goblin Barrel The Log Electro Wizard
Little Prince
Mini P.E.K.K.A The Log

Defense Synergies 2 13

Bomber
Bats Mini P.E.K.K.A The Log Electro Wizard
Bats
Bomber Mini P.E.K.K.A The Log Electro Wizard Mega Knight
Mini P.E.K.K.A
The Log Electro Wizard Bomber Bats
Goblin Barrel
The Log
Mini P.E.K.K.A Bomber Bats Electro Wizard Mega Knight Little Prince
Electro Wizard
Mini P.E.K.K.A Bomber Bats The Log Mega Knight Little Prince
Mega Knight
Bats The Log Electro Wizard
Little Prince
The Log Electro Wizard

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.

Bomber The Log Electro Wizard
Mini P.E.K.K.A Bomber Bats The Log Electro Wizard Mega Knight
Mini P.E.K.K.A Mega Knight Bomber Bats Electro Wizard
Mini P.E.K.K.A Bomber Bats Electro Wizard Mega Knight
Bomber Mini P.E.K.K.A The Log Mega Knight
The Log Bomber Bats Electro Wizard Mega Knight
Bats Electro Wizard Little Prince
The Log Electro Wizard Mega Knight
Mini P.E.K.K.A
Bomber Mini P.E.K.K.A Electro Wizard Mega Knight Little Prince
Bats Electro Wizard Bomber The Log Mega Knight
Bats Electro Wizard
Mini P.E.K.K.A Mega Knight Bomber Bats The Log Electro Wizard
Bomber Mega Knight Bats Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Mini P.E.K.K.A The Log Electro Wizard Mega Knight
Mega Knight Bomber Bats Mini P.E.K.K.A Electro Wizard
Mega Knight Bomber Bats The Log Electro Wizard Little Prince
The Log Bomber Bats Electro Wizard Mega Knight Little Prince
Mini P.E.K.K.A Electro Wizard
Bomber Mega Knight Bats Mini P.E.K.K.A The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Electro Wizard
Electro Wizard Bomber Mini P.E.K.K.A The Log Mega Knight
Mega Knight Bats Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Mega Knight Bats The Log Electro Wizard
Mini P.E.K.K.A Mega Knight
Bats Electro Wizard
Mini P.E.K.K.A Bats Electro Wizard
Mini P.E.K.K.A Mega Knight
Electro Wizard Mega Knight Bats Mini P.E.K.K.A The Log
Mega Knight Bats Mini P.E.K.K.A
Mega Knight The Log Electro Wizard
Mini P.E.K.K.A Mega Knight
Bomber Mega Knight
Electro Wizard Bomber Bats Mini P.E.K.K.A The Log Little Prince
Bats Mega Knight Bomber Mini 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.)

The Log
The Log Electro Wizard
The Log
The Log
Bomber The Log Mega Knight
Bats
Bomber The Log
The Log
The Log
Bats Mini P.E.K.K.A Electro Wizard
The Log Electro Wizard
The Log
The Log
Bomber The Log
The Log Mega Knight
Bomber Bats Mini P.E.K.K.A
Bomber Mini P.E.K.K.A The Log Electro Wizard Mega Knight
Bomber The Log Mega Knight Little Prince
The Log Mega Knight
The Log
The Log
The Log Bomber Mega Knight Little Prince
The Log Electro Wizard
The Log Mega Knight
The Log
Bats Electro Wizard Little Prince
Electro Wizard Bats
Mini P.E.K.K.A
Bomber The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Bats
Electro Wizard
The Log
Mini P.E.K.K.A Electro Wizard Mega Knight
The Log Bomber
Mega Knight
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard Mega Knight Little Prince

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