My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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

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 Archers Bowler

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows The Log

Punishments

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

Elite Barbarians Mini P.E.K.K.A

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.

Elite Barbarians Mini 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.

Elite Barbarians Mini P.E.K.K.A

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 Elite Barbarians
Giant Snowball
Bats Archers
Zap
Bats Archers
Barbarian Barrel
Archers Elite Barbarians
The Log
Archers Elite Barbarians Mini P.E.K.K.A
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Elite Barbarians Mini P.E.K.K.A Bowler
Fireball
Archers Elite Barbarians Bowler
Poison
Bats Archers
Lightning
Elite Barbarians Mini P.E.K.K.A Bowler
Rocket
Elite Barbarians Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Bowler 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 Arrows Mini P.E.K.K.A Bowler

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.

Elite Barbarians

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.

Godly!

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 Archers Arrows Mini P.E.K.K.A Bowler Elite Barbarians

Shortest cycle

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

9 Bats Zap The Log Archers

Attack Synergies 3 18

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
Zap Elite Barbarians Mini P.E.K.K.A Bowler
Zap
Arrows Elite Barbarians Bats Archers Mini P.E.K.K.A Bowler The Log
Archers
Zap Arrows Elite Barbarians Mini P.E.K.K.A Bowler
Arrows
Zap Elite Barbarians Archers Mini P.E.K.K.A Bowler
Elite Barbarians
Zap Arrows Bats Archers The Log
Mini P.E.K.K.A
Bats Zap Archers Arrows Bowler The Log
Bowler
Bats Zap Archers Arrows Mini P.E.K.K.A The Log
The Log
Zap Elite Barbarians Mini P.E.K.K.A Bowler

Defense Synergies 3 17

Bats
Zap Mini P.E.K.K.A Bowler The Log
Zap
Mini P.E.K.K.A Bats Archers Arrows Elite Barbarians Bowler The Log
Archers
Zap Mini P.E.K.K.A Bowler The Log
Arrows
Zap Mini P.E.K.K.A Bowler
Elite Barbarians
Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Zap The Log Bats Archers Arrows Elite Barbarians Bowler
Bowler
The Log Bats Zap Archers Arrows Mini P.E.K.K.A
The Log
Mini P.E.K.K.A Bowler Bats Zap Archers Elite Barbarians

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.

Bowler Zap The Log
Elite Barbarians Mini P.E.K.K.A Bats Zap The Log
Mini P.E.K.K.A Bowler Bats Archers Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Bats Bowler
Arrows Elite Barbarians Mini P.E.K.K.A Bowler The Log
Arrows Bowler The Log Bats Zap Archers
Bats Zap Archers Arrows
Bowler Zap Arrows The Log
Mini P.E.K.K.A Elite Barbarians
Elite Barbarians Archers Mini P.E.K.K.A Bowler
Bats Archers Zap Arrows Bowler The Log
Arrows Bats Zap Archers
Mini P.E.K.K.A Bowler Bats Zap Elite Barbarians The Log
Bowler Bats Zap Arrows Mini P.E.K.K.A The Log
Elite Barbarians Mini P.E.K.K.A
Zap Elite Barbarians Mini P.E.K.K.A Bowler The Log
Bats Arrows Elite Barbarians Mini P.E.K.K.A Bowler
Arrows Bats Zap Archers Elite Barbarians Bowler The Log
Zap Arrows The Log Bats Archers Bowler
Mini P.E.K.K.A Elite Barbarians
Bowler Bats Archers Arrows Elite Barbarians Mini P.E.K.K.A The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Archers Elite Barbarians Bowler
Zap Archers Arrows Elite Barbarians Mini P.E.K.K.A Bowler The Log
Bats Zap Elite Barbarians Mini P.E.K.K.A Bowler The Log
Mini P.E.K.K.A Bowler Bats Zap Elite Barbarians The Log
Elite Barbarians Mini P.E.K.K.A Bowler
Arrows Bats Zap Archers
Mini P.E.K.K.A Bats Archers Elite Barbarians Bowler
Mini P.E.K.K.A Elite Barbarians
Zap Bats Elite Barbarians Mini P.E.K.K.A The Log
Bats Elite Barbarians Mini P.E.K.K.A Bowler
Zap Arrows Elite Barbarians Bowler The Log
Elite Barbarians Mini P.E.K.K.A Bowler
Archers Bowler
Elite Barbarians Bats Zap Archers Mini P.E.K.K.A Bowler The Log
Bats Arrows Bowler Zap Archers Elite Barbarians Mini P.E.K.K.A The Log

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.)

Arrows The Log
Arrows Zap Bowler The Log
Arrows The Log
Arrows The Log
Zap Arrows Bowler The Log
Arrows Bats Zap
Archers Arrows Bowler The Log
Arrows The Log Zap Bowler
Arrows The Log Zap
Bats Elite Barbarians Mini P.E.K.K.A Bowler
Zap Arrows Bowler The Log
Zap Archers Arrows
Elite Barbarians Bowler The Log
Arrows
Zap Arrows Elite Barbarians The Log
Zap Arrows Bowler The Log
Arrows Bowler The Log
Arrows
Bats Mini P.E.K.K.A
Zap Archers Arrows Mini P.E.K.K.A Bowler The Log
Zap Arrows Bowler The Log
Bowler The Log
Arrows
Bowler The Log
Zap Arrows The Log
Zap Arrows The Log Bowler
Arrows The Log Zap Bowler
Zap Arrows Bowler The Log
Zap Arrows The Log
Elite Barbarians Bats Zap Archers Arrows
Zap Bats
Elite Barbarians Mini P.E.K.K.A Bowler
Zap Arrows The Log
Zap Arrows
Arrows Bowler The Log
Zap Bats Archers
Zap Archers Arrows
Arrows The Log
Mini P.E.K.K.A Bowler
Arrows The Log Zap Bowler
Zap Arrows
Elite Barbarians
Zap Bats Elite Barbarians Bowler The Log
Bats Zap
Zap Bowler The Log

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