My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Rascals

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!
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 Minions Mega Minion

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 P.E.K.K.A

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.

Arrows The Log

Punishments

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

Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Mega Minion Skeleton Army 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.

Skeleton Army

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

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.

Good

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 Minions Mega Minion Skeleton Army Giant P.E.K.K.A

Shortest cycle

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

10 Bats The Log Arrows Minions

Attack Synergies 5 7

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 Minions Mega Minion P.E.K.K.A
Arrows
Giant P.E.K.K.A Mega Minion
Minions
Giant Bats P.E.K.K.A
Mega Minion
Giant Bats Arrows
Giant
Bats Arrows Minions Mega Minion The Log
Skeleton Army
P.E.K.K.A
Arrows Bats Minions The Log
The Log
Giant P.E.K.K.A

Defense Synergies 1 10

Bats
Minions P.E.K.K.A The Log
Arrows
Mega Minion P.E.K.K.A
Minions
Bats P.E.K.K.A The Log
Mega Minion
Arrows Skeleton Army The Log
Giant
Skeleton Army
Mega Minion The Log
P.E.K.K.A
The Log Bats Arrows Minions
The Log
P.E.K.K.A Bats Minions Mega Minion Skeleton Army

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.

Minions Mega Minion The Log
Skeleton Army P.E.K.K.A Bats Minions Mega Minion The Log
Skeleton Army P.E.K.K.A Bats Minions Mega Minion
Skeleton Army P.E.K.K.A Bats Minions Mega Minion
Arrows Skeleton Army P.E.K.K.A The Log
Arrows Skeleton Army The Log Bats Minions Mega Minion
Bats Minions Mega Minion Arrows
Arrows P.E.K.K.A The Log
P.E.K.K.A Minions Skeleton Army
Skeleton Army
Bats Minions Skeleton Army Arrows Mega Minion The Log
Arrows Minions Mega Minion Bats
Skeleton Army P.E.K.K.A Bats Minions The Log
Skeleton Army Bats Arrows Minions Mega Minion P.E.K.K.A The Log
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A The Log
Bats Arrows Minions Skeleton Army P.E.K.K.A
Arrows Bats Minions Mega Minion Skeleton Army The Log
Arrows The Log Bats Minions Mega Minion
P.E.K.K.A
Skeleton Army Bats Arrows Minions 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.

Skeleton Army P.E.K.K.A
Arrows Mega Minion The Log
Skeleton Army P.E.K.K.A Bats Minions The Log
Skeleton Army P.E.K.K.A Bats The Log
P.E.K.K.A Skeleton Army
Arrows Bats Minions
Skeleton Army P.E.K.K.A Bats Minions Mega Minion
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Minions Mega Minion Skeleton Army The Log
P.E.K.K.A Mega Minion Skeleton Army
P.E.K.K.A Bats Minions Mega Minion
Skeleton Army P.E.K.K.A Arrows The Log
Skeleton Army P.E.K.K.A
Skeleton Army
Skeleton Army Bats Minions Mega Minion P.E.K.K.A The Log
Bats Arrows Minions Mega Minion 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 The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Bats Minions Mega Minion
Arrows The Log
Arrows The Log
Arrows The Log
Bats Minions
Arrows The Log
Arrows
The Log
Arrows Minions
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Bats Minions
Arrows Mega Minion The Log
Arrows The Log
Minions The Log
Arrows
The Log
Arrows The Log
Arrows The Log
Mega Minion
Arrows The Log
Arrows The Log
Arrows The Log
Bats Arrows
Bats Minions Mega Minion
Mega Minion
Arrows The Log
Arrows
P.E.K.K.A
Arrows The Log
Bats Minions Skeleton Army
Arrows Mega Minion
Arrows The Log
Mega Minion
Arrows The Log
Arrows
Mega Minion P.E.K.K.A
Bats Minions The Log
Bats
The Log

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