My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Goblin Curse

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Inferno Dragon

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 Wizard Inferno Dragon 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

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 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.

Mini P.E.K.K.A Hog Rider 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 Hog Rider

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 Hog Rider Skeleton Army Inferno Dragon
Giant Snowball
Bats Hog Rider Skeleton Army Inferno Dragon
Zap
Bats Skeleton Army Inferno Dragon
Barbarian Barrel
Wizard Skeleton Army
The Log
Mini P.E.K.K.A Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Mini P.E.K.K.A Hog Rider Wizard Skeleton Army Inferno Dragon
Fireball
Hog Rider Wizard Skeleton Army Inferno Dragon
Poison
Bats Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Wizard Inferno Dragon
Rocket
Hog Rider Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Mega Knight

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 Mini P.E.K.K.A Skeleton Army Inferno Dragon 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.

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.

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 Skeleton Army Mini P.E.K.K.A Hog Rider Inferno Dragon Wizard Mega Knight

Shortest cycle

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

11 Bats Zap Skeleton Army Mini P.E.K.K.A

Attack Synergies 4 11

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 Mini P.E.K.K.A Inferno Dragon
Zap
Hog Rider Bats Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Bats Zap Hog Rider Wizard Mega Knight
Hog Rider
Bats Zap Mini P.E.K.K.A Wizard Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider Mega Knight
Skeleton Army
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Zap Mini P.E.K.K.A Hog Rider Wizard

Defense Synergies 2 12

Bats
Zap Mini P.E.K.K.A Inferno Dragon Mega Knight
Zap
Mini P.E.K.K.A Mega Knight Bats Skeleton Army Inferno Dragon
Mini P.E.K.K.A
Zap Bats Wizard Skeleton Army
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army
Zap Mini P.E.K.K.A Wizard Inferno Dragon
Inferno Dragon
Bats Zap Skeleton Army Mega Knight
Mega Knight
Zap Bats Wizard Inferno Dragon

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 Wizard
Mini P.E.K.K.A Skeleton Army Inferno Dragon Bats Zap Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Bats Inferno Dragon
Mini P.E.K.K.A Skeleton Army Inferno Dragon Bats Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Bats Zap Mega Knight
Bats Inferno Dragon Zap Wizard
Zap Mega Knight
Mini P.E.K.K.A Inferno Dragon Skeleton Army
Skeleton Army Mini P.E.K.K.A Mega Knight
Bats Skeleton Army Zap Wizard Mega Knight
Inferno Dragon Bats Zap Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight Bats Zap Wizard
Wizard Skeleton Army Mega Knight Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Inferno Dragon Mega Knight
Skeleton Army Zap Mini P.E.K.K.A Inferno Dragon Mega Knight
Wizard Mega Knight Bats Mini P.E.K.K.A Skeleton Army
Mega Knight Bats Zap Wizard Skeleton Army
Zap Wizard Bats Inferno Dragon Mega Knight
Mini P.E.K.K.A Inferno Dragon
Wizard Skeleton Army Mega Knight Bats 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 Skeleton Army Mega Knight Zap
Zap Mini P.E.K.K.A Wizard Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Mega Knight Bats Zap
Mini P.E.K.K.A Skeleton Army Inferno Dragon Mega Knight
Wizard Bats Zap
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Mega Knight Skeleton Army Inferno Dragon
Zap Mega Knight Bats Mini P.E.K.K.A Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats Mini P.E.K.K.A
Skeleton Army Mega Knight Zap
Mini P.E.K.K.A Skeleton Army Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Skeleton Army Bats Zap Mini P.E.K.K.A Inferno Dragon
Bats Mega Knight Zap Mini P.E.K.K.A Wizard Inferno Dragon
Zap

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.)

Zap
Wizard Zap Mega Knight
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Mini P.E.K.K.A
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Wizard Mega Knight
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Mega Knight
Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Mega Knight
Inferno Dragon
Zap Wizard
Zap Wizard Mega Knight
Zap
Bats Zap Wizard
Zap Bats Wizard
Mini P.E.K.K.A
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Bats Skeleton Army
Zap Wizard
Mini P.E.K.K.A Wizard Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Bats
Bats Zap
Zap Mega Knight
Inferno Dragon
Wizard Mega Knight

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