My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Minion Horde

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 Battle Ram P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Fireball The Log

Punishments

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

Battle Ram

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.

Barbarians Minion Horde Battle Ram 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 Minion Horde Battle Ram
Giant Snowball
Bats Barbarians Minion Horde Battle Ram
Zap
Bats Minion Horde Battle Ram
Barbarian Barrel
Barbarians Battle Ram
The Log
Barbarians Battle Ram
Earthquake
Barbarians
Arrows
Bats Minion Horde
Royal Delivery
Bats Barbarians Minion Horde Battle Ram P.E.K.K.A
Fireball
Barbarians Minion Horde Battle Ram
Poison
Bats Barbarians Minion Horde
Lightning
Battle Ram
Rocket
Barbarians Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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 Battle Ram 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.

Barbarians Minion Horde 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Arrows Fireball Battle Ram Barbarians Minion Horde P.E.K.K.A

Shortest cycle

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

11 Bats The Log Arrows Fireball

Attack Synergies 3 8

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
Battle Ram P.E.K.K.A
Arrows
Fireball P.E.K.K.A Battle Ram
Barbarians
Minion Horde
Battle Ram
Fireball
Arrows Battle Ram The Log
Battle Ram
The Log Bats Arrows Minion Horde Fireball P.E.K.K.A
P.E.K.K.A
Arrows Bats Battle Ram The Log
The Log
Battle Ram Fireball P.E.K.K.A

Defense Synergies 2 7

Bats
P.E.K.K.A The Log
Arrows
Barbarians Fireball P.E.K.K.A
Barbarians
Arrows Minion Horde
Minion Horde
Barbarians The Log
Fireball
The Log Arrows
Battle Ram
P.E.K.K.A
The Log Bats Arrows
The Log
Fireball P.E.K.K.A Bats Minion Horde

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.

Minion Horde Fireball The Log
Barbarians Minion Horde P.E.K.K.A Bats The Log
Barbarians Minion Horde P.E.K.K.A Bats
Barbarians Minion Horde P.E.K.K.A Bats
Arrows Barbarians Fireball P.E.K.K.A The Log
Arrows Fireball The Log Bats
Bats Minion Horde Arrows Fireball
Arrows Barbarians Fireball P.E.K.K.A The Log
Barbarians Minion Horde P.E.K.K.A
Barbarians Minion Horde
Bats Barbarians Minion Horde Arrows Fireball The Log
Arrows Minion Horde Bats Fireball
Barbarians Minion Horde P.E.K.K.A Bats Fireball The Log
Fireball Bats Arrows Barbarians Minion Horde P.E.K.K.A The Log
Barbarians P.E.K.K.A Minion Horde
Barbarians Minion Horde Fireball P.E.K.K.A The Log
Barbarians Minion Horde Bats Arrows Fireball P.E.K.K.A
Arrows Fireball Bats Barbarians Minion Horde The Log
Arrows The Log Bats Barbarians Fireball
Barbarians P.E.K.K.A
Bats Arrows Barbarians Minion Horde Fireball 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.

Barbarians Fireball P.E.K.K.A
Fireball Arrows The Log
Barbarians P.E.K.K.A Bats Minion Horde The Log
P.E.K.K.A Bats Barbarians Minion Horde Fireball The Log
Barbarians P.E.K.K.A Minion Horde
Arrows Fireball Bats Minion Horde
P.E.K.K.A Bats Barbarians Minion Horde Fireball
P.E.K.K.A Barbarians Minion Horde
Minion Horde P.E.K.K.A Bats Barbarians Fireball The Log
P.E.K.K.A Barbarians Minion Horde
P.E.K.K.A Bats Barbarians Minion Horde
P.E.K.K.A Arrows Barbarians Fireball The Log
Barbarians P.E.K.K.A Minion Horde Fireball
Barbarians Minion Horde Fireball
Barbarians Bats Minion Horde Fireball P.E.K.K.A The Log
Bats Arrows Barbarians Minion Horde Fireball 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 Arrows Minion Horde The Log
Arrows Fireball The Log
Arrows Minion Horde Fireball The Log
Arrows Barbarians Fireball The Log
Fireball Arrows Minion Horde The Log
Arrows Fireball Bats Minion Horde
Arrows Minion Horde The Log
Arrows Fireball The Log
Arrows Fireball The Log
Bats Minion Horde Fireball
Arrows Minion Horde Fireball The Log
Fireball Arrows
Fireball The Log
Arrows Minion Horde Fireball
Arrows Fireball The Log
Arrows Minion Horde Fireball The Log
Arrows Minion Horde Fireball The Log
Arrows Fireball
Bats Minion Horde
Arrows Fireball The Log
Arrows Fireball The Log
Minion Horde Fireball The Log
Arrows Fireball
The Log
Arrows Barbarians Minion Horde Fireball The Log
Arrows The Log Fireball
Minion Horde
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Bats Arrows Minion Horde Fireball
Bats Minion Horde Fireball
Minion Horde Fireball
Arrows Minion Horde Fireball The Log
Arrows Minion Horde Fireball
P.E.K.K.A Minion Horde
Arrows Fireball The Log
Minion Horde Bats Barbarians Fireball
Fireball Arrows
Arrows The Log Fireball
Fireball Minion Horde
Arrows The Log Fireball
Arrows Fireball
Minion Horde P.E.K.K.A
Bats Minion Horde Fireball The Log
Bats Fireball
Fireball The Log

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