My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions Electro Wizard

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 P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Hog Rider 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.

Hog Rider 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
Bats Minions Hog Rider
Giant Snowball
Bats Minions Hog Rider
Zap
Bats Minions
Barbarian Barrel
Electro Wizard
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Bats Minions
Royal Delivery
Bats Minions Hog Rider P.E.K.K.A Electro Wizard
Fireball
Minions Hog Rider Electro Wizard
Poison
Bats Minions Electro Wizard
Lightning
Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 P.E.K.K.A Mega Knight

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.

Minions 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.

Mediocre

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 Minions Hog Rider Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

9 Bats Zap The Log Minions

Attack Synergies 9 12

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
Hog Rider Mega Knight Zap Minions P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Electro Wizard Bats Minions The Log Mega Knight
Minions
Hog Rider Mega Knight Bats Zap P.E.K.K.A
Hog Rider
Bats Zap Minions The Log Electro Wizard Mega Knight
P.E.K.K.A
Zap Electro Wizard Bats Minions The Log
The Log
Hog Rider Zap P.E.K.K.A Mega Knight
Electro Wizard
Zap P.E.K.K.A Hog Rider Mega Knight
Mega Knight
Bats Minions Zap Hog Rider The Log Electro Wizard

Defense Synergies 3 17

Bats
Zap Minions P.E.K.K.A The Log Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Minions P.E.K.K.A The Log
Minions
Bats Zap P.E.K.K.A The Log Electro Wizard Mega Knight
Hog Rider
P.E.K.K.A
The Log Bats Zap Minions Electro Wizard
The Log
P.E.K.K.A Bats Zap Minions Electro Wizard Mega Knight
Electro Wizard
Zap Bats Minions P.E.K.K.A The Log Mega Knight
Mega Knight
Zap Bats Minions 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.

Zap Minions The Log Electro Wizard
P.E.K.K.A Bats Zap Minions The Log Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Minions Electro Wizard
P.E.K.K.A Bats Minions Electro Wizard Mega Knight
P.E.K.K.A The Log Mega Knight
The Log Bats Zap Minions Electro Wizard Mega Knight
Bats Minions Electro Wizard Zap
Zap P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A Minions
Electro Wizard Mega Knight
Bats Minions Electro Wizard Zap The Log Mega Knight
Minions Bats Zap Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Minions The Log Electro Wizard
Mega Knight Bats Zap Minions P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A The Log Electro Wizard Mega Knight
Mega Knight Bats Minions P.E.K.K.A Electro Wizard
Mega Knight Bats Zap Minions The Log Electro Wizard
Zap The Log Bats Minions Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Bats Minions P.E.K.K.A The Log Electro Wizard

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 Electro Wizard
Electro Wizard Zap The Log Mega Knight
P.E.K.K.A Mega Knight Bats Zap Minions The Log Electro Wizard
P.E.K.K.A Mega Knight Bats Zap The Log Electro Wizard
P.E.K.K.A Mega Knight
Bats Zap Minions Electro Wizard
P.E.K.K.A Bats Minions Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Bats Minions The Log
P.E.K.K.A
P.E.K.K.A Mega Knight Bats Minions
P.E.K.K.A Mega Knight Zap The Log Electro Wizard
P.E.K.K.A Mega Knight
Mega Knight
Electro Wizard Bats Zap Minions P.E.K.K.A The Log
Bats Minions Mega Knight Zap 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
Zap The Log Electro Wizard
The Log
The Log
Zap The Log Mega Knight
Bats Zap Minions
The Log
The Log Zap
The Log Zap
Bats Minions Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Minions
Zap The Log
Zap The Log
The Log Mega Knight
Bats Minions
Zap The Log Electro Wizard Mega Knight
Zap The Log Mega Knight
Minions The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight
The Log Zap Electro Wizard
Zap The Log Mega Knight
Zap The Log
Bats Zap Electro Wizard
Zap Electro Wizard Bats Minions
Zap The Log Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
The Log
Zap Electro Wizard Bats Minions
Zap Electro Wizard
The Log
Electro Wizard Mega Knight
The Log Zap
Zap
P.E.K.K.A Mega Knight
Zap Bats Minions The Log Electro Wizard
Bats Zap Electro Wizard
Zap The Log Electro Wizard Mega Knight

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