My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Mega Minion Witch

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 Mega Minion Giant Witch Mega Knight

Offensive cards

Win conditions

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

Giant

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.

Mini P.E.K.K.A Giant Mega Knight

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.

Mini P.E.K.K.A Giant 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

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 Giant
Giant Snowball
Bats Mega Minion Witch
Zap
Bats Witch
Barbarian Barrel
Witch
The Log
Mini P.E.K.K.A Witch
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Mega Minion Mini P.E.K.K.A Witch
Fireball
Mega Minion Witch
Poison
Bats Mega Minion Witch
Lightning
Mega Minion Mini P.E.K.K.A Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Mega Minion 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.

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 Witch

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 The Log Mega Minion Fireball Mini P.E.K.K.A Giant Witch Mega Knight

Shortest cycle

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

11 Bats The Log Mega Minion Fireball

Attack Synergies 4 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
Giant Mega Knight Mega Minion Mini P.E.K.K.A
Mega Minion
Giant Bats Fireball Mega Knight
Fireball
Mega Minion Giant The Log Mega Knight
Mini P.E.K.K.A
Giant Bats The Log Mega Knight
Giant
Bats Mega Minion Mini P.E.K.K.A Fireball Witch The Log
Witch
Giant Mega Knight
The Log
Fireball Mini P.E.K.K.A Giant Mega Knight
Mega Knight
Bats Mega Minion Fireball Mini P.E.K.K.A Witch The Log

Defense Synergies 2 12

Bats
Mini P.E.K.K.A The Log Mega Knight
Mega Minion
Witch The Log Mega Knight
Fireball
The Log Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
The Log Bats Fireball Witch
Giant
Witch
Mega Minion Mini P.E.K.K.A The Log Mega Knight
The Log
Fireball Mini P.E.K.K.A Bats Mega Minion Witch Mega Knight
Mega Knight
Bats Mega Minion Fireball Witch 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.

Mega Minion Fireball The Log
Mini P.E.K.K.A Bats Mega Minion Witch The Log Mega Knight
Mini P.E.K.K.A Witch Mega Knight Bats Mega Minion
Mini P.E.K.K.A Witch Bats Mega Minion Mega Knight
Fireball Mini P.E.K.K.A The Log Mega Knight
Fireball The Log Bats Mega Minion Mega Knight
Bats Mega Minion Fireball Witch
Fireball The Log Mega Knight
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Mega Knight
Bats Witch Mega Minion Fireball The Log Mega Knight
Mega Minion Bats Fireball Witch
Mini P.E.K.K.A Mega Knight Bats Fireball Witch The Log
Fireball Mega Knight Bats Mega Minion Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Mega Knight
Fireball Mini P.E.K.K.A The Log Mega Knight
Mega Knight Bats Fireball Mini P.E.K.K.A Witch
Fireball Mega Knight Bats Mega Minion Witch The Log
Witch The Log Bats Mega Minion Fireball Mega Knight
Mini P.E.K.K.A
Mega Knight Bats Fireball Mini P.E.K.K.A Witch 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 Mega Knight Fireball Witch
Fireball Mega Minion Mini P.E.K.K.A The Log Mega Knight
Mega Knight Bats Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Mega Knight Bats Fireball The Log
Mini P.E.K.K.A Witch Mega Knight
Fireball Bats Witch
Mini P.E.K.K.A Bats Mega Minion Fireball Witch
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Mega Minion Fireball Mini P.E.K.K.A Witch The Log
Witch Mega Minion
Mega Knight Bats Mega Minion Mini P.E.K.K.A Witch
Mega Knight Fireball The Log
Mini P.E.K.K.A Mega Knight Fireball Witch
Fireball Witch Mega Knight
Witch Bats Mega Minion Fireball Mini P.E.K.K.A The Log
Bats Mega Knight Mega Minion Fireball Mini P.E.K.K.A Witch 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 The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball The Log Mega Knight
Fireball Bats Mega Minion Witch
Witch The Log
Fireball The Log
Fireball The Log
Bats Fireball Mini P.E.K.K.A
Fireball The Log
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball Witch The Log
Fireball The Log Mega Knight
Fireball
Bats Mini P.E.K.K.A
Mega Minion Fireball Mini P.E.K.K.A The Log Mega Knight
Fireball Witch The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
The Log Fireball Witch Mega Knight
Mega Minion Witch
Fireball The Log Witch
Fireball Witch The Log Mega Knight
Fireball The Log
Bats Fireball Witch
Bats Mega Minion Fireball Witch
Mega Minion Fireball Mini P.E.K.K.A
Fireball The Log Mega Knight
Fireball
Mega Knight
Fireball The Log
Bats Fireball Witch
Fireball Mega Minion Witch
The Log Fireball
Fireball Mega Minion Mini P.E.K.K.A Mega Knight
The Log Fireball
Fireball
Mega Minion Mega Knight
Bats Fireball Witch The Log
Bats Fireball Witch
Fireball Witch The Log Mega Knight

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