My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 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.

Fireball

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.

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball 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 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

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 Cannon Firecracker Fireball Mini P.E.K.K.A Hog Rider Mega Knight

Shortest cycle

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

9 Skeletons Bats Cannon Firecracker

Attack Synergies 4 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.

Skeletons
Bats
Hog Rider Mega Knight Firecracker Mini P.E.K.K.A
Cannon
Firecracker
Hog Rider Bats Mini P.E.K.K.A Mega Knight
Fireball
Hog Rider Mega Knight
Mini P.E.K.K.A
Bats Firecracker Hog Rider Mega Knight
Hog Rider
Bats Firecracker Fireball Mini P.E.K.K.A Mega Knight
Mega Knight
Bats Firecracker Fireball Mini P.E.K.K.A Hog Rider

Defense Synergies 1 14

Skeletons
Cannon Bats Firecracker Mini P.E.K.K.A
Bats
Skeletons Cannon Firecracker Mini P.E.K.K.A Mega Knight
Cannon
Skeletons Bats Firecracker Fireball Mini P.E.K.K.A
Firecracker
Skeletons Bats Cannon Mini P.E.K.K.A Mega Knight
Fireball
Cannon Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Skeletons Bats Cannon Firecracker Fireball
Hog Rider
Mega Knight
Bats Firecracker Fireball

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.

Cannon Firecracker Fireball
Mini P.E.K.K.A Skeletons Bats Cannon Firecracker Mega Knight
Cannon Mini P.E.K.K.A Mega Knight Skeletons Bats
Cannon Mini P.E.K.K.A Skeletons Bats Firecracker Mega Knight
Firecracker Fireball Mini P.E.K.K.A Mega Knight
Fireball Skeletons Bats Cannon Firecracker Mega Knight
Bats Cannon Firecracker Fireball
Cannon Fireball Mega Knight
Cannon Mini P.E.K.K.A Skeletons
Skeletons Cannon Firecracker Mini P.E.K.K.A Mega Knight
Bats Skeletons Cannon Firecracker Fireball Mega Knight
Bats Firecracker Fireball
Cannon Mini P.E.K.K.A Mega Knight Skeletons Bats Fireball
Fireball Mega Knight Bats Cannon Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Cannon Mega Knight
Cannon Fireball Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Bats Cannon Firecracker Fireball Mini P.E.K.K.A
Cannon Fireball Mega Knight Bats Firecracker
Bats Cannon Firecracker Fireball Mega Knight
Mini P.E.K.K.A Cannon
Mega Knight Bats Cannon Firecracker Fireball Mini P.E.K.K.A
Cannon 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 Fireball
Fireball Firecracker Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Bats Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Bats Fireball
Skeletons Cannon Mini P.E.K.K.A Mega Knight
Firecracker Fireball Skeletons Bats
Mini P.E.K.K.A Skeletons Bats Fireball
Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Bats Firecracker Fireball Mini P.E.K.K.A
Skeletons Cannon
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Fireball
Mini P.E.K.K.A Mega Knight Skeletons Cannon Fireball
Cannon Firecracker Fireball Mega Knight
Skeletons Bats Firecracker Fireball Mini P.E.K.K.A
Bats Mega Knight Cannon Firecracker Fireball Mini P.E.K.K.A
Cannon Fireball

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

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