My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Rune Giant

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 Ice 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 Bomber Bats P.E.K.K.A Ice Wizard Golden 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.

The Log

Punishments

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

Hog Rider Golden 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.

Hog Rider P.E.K.K.A

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.

Hog Rider Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber The Log Ice Wizard

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 P.E.K.K.A Ice Wizard

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.

Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Bats The Log Ice Wizard Hog Rider Golden Knight P.E.K.K.A

Shortest cycle

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

7 Skeletons Bomber Bats The Log

Attack Synergies 2 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.

Skeletons
Bomber
Bats Hog Rider P.E.K.K.A
Bats
Hog Rider Bomber P.E.K.K.A
Hog Rider
Bats The Log Bomber Golden Knight
P.E.K.K.A
Bomber Bats The Log Ice Wizard
The Log
Hog Rider P.E.K.K.A
Ice Wizard
P.E.K.K.A
Golden Knight
Hog Rider

Defense Synergies 1 17

Skeletons
Bomber Bats P.E.K.K.A The Log Ice Wizard
Bomber
Skeletons Bats P.E.K.K.A The Log Golden Knight
Bats
Skeletons Bomber P.E.K.K.A The Log Ice Wizard Golden Knight
Hog Rider
P.E.K.K.A
The Log Skeletons Bomber Bats Ice Wizard
The Log
P.E.K.K.A Skeletons Bomber Bats Ice Wizard Golden Knight
Ice Wizard
Skeletons Bats P.E.K.K.A The Log Golden Knight
Golden Knight
Bomber Bats The Log Ice 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.

Bomber The Log Golden Knight
P.E.K.K.A Skeletons Bats The Log Ice Wizard
P.E.K.K.A Skeletons Bomber Bats Ice Wizard
P.E.K.K.A Skeletons Bats Ice Wizard
Bomber P.E.K.K.A The Log
The Log Skeletons Bomber Bats Ice Wizard
Bats Ice Wizard
P.E.K.K.A The Log Golden Knight
P.E.K.K.A Skeletons Ice Wizard
Skeletons Bomber Ice Wizard
Bats Ice Wizard Skeletons Bomber The Log
Bats Ice Wizard
P.E.K.K.A Skeletons Bomber Bats The Log Ice Wizard
Bomber Bats P.E.K.K.A The Log Golden Knight
P.E.K.K.A
P.E.K.K.A The Log
Skeletons Bomber Bats P.E.K.K.A
Bomber Bats The Log Ice Wizard Golden Knight
The Log Bomber Bats Ice Wizard
P.E.K.K.A
Bomber Bats P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeletons P.E.K.K.A
Bomber The Log
P.E.K.K.A Skeletons Bats The Log Golden Knight
P.E.K.K.A Bats The Log
P.E.K.K.A Skeletons
Skeletons Bats Ice Wizard
P.E.K.K.A Skeletons Bats Ice Wizard
P.E.K.K.A
P.E.K.K.A Skeletons Bats The Log
P.E.K.K.A Skeletons
P.E.K.K.A Bats Golden Knight
P.E.K.K.A The Log
P.E.K.K.A Skeletons Golden Knight
Bomber
Skeletons Bomber Bats P.E.K.K.A The Log Golden Knight
Bats Bomber P.E.K.K.A The Log Ice Wizard Golden Knight
Bomber Ice 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.)

The Log Golden Knight
The Log Ice Wizard Golden Knight
The Log
The Log
Bomber The Log
Bats Ice Wizard
Bomber The Log
The Log Ice Wizard
The Log Golden Knight
Bats
The Log Golden Knight
The Log Golden Knight
The Log
Bomber The Log Golden Knight
The Log
Bomber Bats
Bomber The Log
Bomber The Log Golden Knight
The Log
The Log
The Log
The Log Bomber Ice Wizard
The Log Ice Wizard Golden Knight
The Log Golden Knight
The Log Golden Knight
Bats Ice Wizard
Bats
Bomber The Log
P.E.K.K.A
The Log
Bats
Ice Wizard
The Log
The Log Bomber
P.E.K.K.A
Bats The Log Golden Knight
Bats
The Log Golden Knight
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: