My Best Clash Royale Deck

Deck Check Rating

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

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 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 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 Dark Prince P.E.K.K.A Bandit

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.

Fireball The Log

Punishments

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

Dark Prince Bandit

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.

Dark Prince P.E.K.K.A Bandit

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.

Dark Prince Bandit

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 Guards Dark Prince Bandit
Giant Snowball
Bats Archers Guards
Zap
Bats Archers Guards Dark Prince Bandit
Barbarian Barrel
Archers Guards Dark Prince Bandit
The Log
Archers Guards Dark Prince Bandit
Earthquake
Archers Guards
Arrows
Bats Archers Guards
Royal Delivery
Bats Archers Guards Dark Prince P.E.K.K.A Bandit
Fireball
Archers Bandit
Poison
Bats Archers Guards
Lightning
Dark Prince Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Dark Prince 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 Guards Dark Prince 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.

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Archers Guards Bandit Fireball Dark Prince P.E.K.K.A

Shortest cycle

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

10 Bats The Log Archers Guards

Attack Synergies 0 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.

Bats
Dark Prince P.E.K.K.A Bandit
Archers
Dark Prince P.E.K.K.A Bandit
Fireball
Dark Prince The Log
Guards
The Log Bandit
Dark Prince
Bats Archers Fireball Bandit
P.E.K.K.A
Bats Archers The Log
The Log
Fireball Guards P.E.K.K.A Bandit
Bandit
Bats Archers Guards Dark Prince The Log

Defense Synergies 2 15

Bats
Dark Prince P.E.K.K.A The Log Bandit
Archers
Guards Dark Prince P.E.K.K.A The Log Bandit
Fireball
The Log Dark Prince Bandit
Guards
Archers The Log
Dark Prince
Bats Archers Fireball The Log Bandit
P.E.K.K.A
The Log Bats Archers
The Log
Fireball P.E.K.K.A Bats Archers Guards Dark Prince Bandit
Bandit
Bats Archers Fireball Dark Prince 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 The Log
P.E.K.K.A Bats Dark Prince The Log Bandit
P.E.K.K.A Bats Archers Dark Prince Bandit
P.E.K.K.A Bats Guards Dark Prince Bandit
Fireball Dark Prince P.E.K.K.A The Log
Fireball The Log Bats Archers Guards Dark Prince Bandit
Bats Archers Fireball
Fireball P.E.K.K.A The Log Bandit
P.E.K.K.A
Guards Archers Dark Prince Bandit
Bats Archers Guards Fireball Dark Prince The Log Bandit
Bats Archers Fireball
P.E.K.K.A Bats Fireball Guards Dark Prince The Log Bandit
Fireball Bats Guards Dark Prince P.E.K.K.A The Log
P.E.K.K.A Bandit
Fireball P.E.K.K.A The Log Bandit
Bats Fireball Dark Prince P.E.K.K.A
Fireball Bats Archers Guards Dark Prince The Log Bandit
The Log Bats Archers Fireball Guards Dark Prince Bandit
P.E.K.K.A
Dark Prince Bats Archers Fireball Guards P.E.K.K.A The Log Bandit

Counters to secondary win conditions

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

Guards Archers Fireball Dark Prince P.E.K.K.A Bandit
Fireball Bandit Archers The Log
Guards P.E.K.K.A Bandit Bats Dark Prince The Log
Guards Dark Prince P.E.K.K.A Bats Fireball The Log Bandit
P.E.K.K.A Guards Dark Prince Bandit
Fireball Bats Archers
Guards Dark Prince P.E.K.K.A Bats Archers Fireball Bandit
P.E.K.K.A Dark Prince
P.E.K.K.A Bats Fireball Dark Prince The Log Bandit
P.E.K.K.A Guards
P.E.K.K.A Bats Guards Dark Prince
P.E.K.K.A Fireball Guards Dark Prince The Log
Dark Prince P.E.K.K.A Fireball Guards Bandit
Archers Fireball
Guards Bats Archers Fireball Dark Prince P.E.K.K.A The Log
Bats Archers Fireball Dark Prince 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.)

Fireball Guards The Log Bandit
Fireball The Log Bandit
Fireball The Log Bandit
Fireball Guards Dark Prince The Log
Fireball Dark Prince The Log
Fireball Bats
Archers The Log
Fireball The Log
Fireball The Log Bandit
Bats Fireball Guards
Fireball Dark Prince The Log Bandit
Fireball Archers
Fireball The Log Bandit
Fireball Bandit
Fireball The Log
Fireball The Log Bandit
Fireball The Log Bandit
Fireball
Bats
Archers Fireball Dark Prince The Log Bandit
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Dark Prince
Fireball The Log Bandit
Fireball The Log Bandit
Fireball The Log Bandit
Bats Archers Fireball
Bats Fireball Guards
Fireball
Fireball The Log Bandit
Fireball
P.E.K.K.A
Fireball The Log
Bats Archers Fireball Guards Dark Prince Bandit
Fireball Archers
The Log Fireball
Fireball Dark Prince
The Log Fireball
Fireball
Dark Prince P.E.K.K.A
Bats Fireball Guards The Log
Bats Fireball
Fireball Dark Prince The Log Bandit

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