My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker 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.

Skeletons Bats Firecracker Battle Ram Wizard Mega Knight

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.

Rage

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 Battle Ram 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.

Mini P.E.K.K.A Battle Ram 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.

Firecracker 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
Skeletons Bats Battle Ram
Giant Snowball
Skeletons Bats Battle Ram
Zap
Skeletons Bats Firecracker Battle Ram
Barbarian Barrel
Skeletons Firecracker Battle Ram Wizard
The Log
Skeletons Firecracker Mini P.E.K.K.A Battle Ram
Earthquake
Skeletons Firecracker
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Mini P.E.K.K.A Battle Ram Wizard
Fireball
Firecracker Battle Ram Wizard
Poison
Bats Firecracker Wizard
Lightning
Mini P.E.K.K.A Battle Ram Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard 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 Mini P.E.K.K.A Battle Ram Rage 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Rage Firecracker Mini P.E.K.K.A Battle Ram Wizard Mega Knight

Shortest cycle

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

8 Skeletons Bats Rage Firecracker

Attack Synergies 1 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.

Skeletons
Bats
Mega Knight Firecracker Mini P.E.K.K.A Battle Ram Rage
Firecracker
Bats Mini P.E.K.K.A Battle Ram Mega Knight
Mini P.E.K.K.A
Bats Firecracker Wizard Rage Mega Knight
Battle Ram
Bats Firecracker
Wizard
Mini P.E.K.K.A Rage Mega Knight
Rage
Bats Mini P.E.K.K.A Wizard
Mega Knight
Bats Firecracker Mini P.E.K.K.A Wizard

Defense Synergies 0 11

Skeletons
Bats Firecracker Mini P.E.K.K.A Wizard
Bats
Skeletons Firecracker Mini P.E.K.K.A Mega Knight
Firecracker
Skeletons Bats Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Skeletons Bats Firecracker Wizard
Battle Ram
Wizard
Skeletons Mini P.E.K.K.A Mega Knight
Rage
Mega Knight
Bats Firecracker 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.

Firecracker Wizard
Mini P.E.K.K.A Skeletons Bats Firecracker Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Bats
Mini P.E.K.K.A Skeletons Bats Firecracker Mega Knight
Firecracker Mini P.E.K.K.A Mega Knight
Skeletons Bats Firecracker Mega Knight
Bats Firecracker Wizard
Mega Knight
Mini P.E.K.K.A Skeletons
Skeletons Firecracker Mini P.E.K.K.A Mega Knight
Bats Skeletons Firecracker Wizard Mega Knight
Bats Firecracker Wizard
Mini P.E.K.K.A Mega Knight Skeletons Bats Wizard
Wizard Mega Knight Bats Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Skeletons Bats Firecracker Mini P.E.K.K.A
Mega Knight Bats Firecracker Wizard
Wizard Bats Firecracker Mega Knight
Mini P.E.K.K.A
Wizard Mega Knight Bats Firecracker Mini P.E.K.K.A

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 Skeletons
Firecracker Mini P.E.K.K.A Wizard Mega Knight
Mega Knight Skeletons Bats Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Bats
Skeletons Mini P.E.K.K.A Mega Knight
Firecracker Wizard Skeletons Bats
Mini P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Bats Firecracker Mini P.E.K.K.A
Skeletons
Mega Knight Bats Mini P.E.K.K.A
Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Wizard
Wizard Firecracker Mega Knight
Skeletons Bats Firecracker Mini P.E.K.K.A
Bats Mega Knight Firecracker Mini P.E.K.K.A 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.)

Firecracker
Firecracker
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard Bats
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Bats Mini P.E.K.K.A
Firecracker Wizard
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Bats Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Wizard Mega Knight
Firecracker Wizard Mega Knight
Mega Knight
Wizard
Firecracker Wizard Mega Knight
Firecracker Wizard
Wizard Mega Knight
Firecracker
Bats Firecracker Wizard
Bats Firecracker Wizard
Mini P.E.K.K.A
Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Bats
Firecracker Wizard
Firecracker Mini P.E.K.K.A Wizard Mega Knight
Firecracker Wizard
Firecracker Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Mega Knight
Firecracker Wizard Mega Knight

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