My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 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 Knight P.E.K.K.A Ice Wizard Inferno Dragon Lava Hound

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Lava Hound

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball Void

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight P.E.K.K.A Lava Hound

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 Inferno Dragon Lava Hound
Giant Snowball
Bats Inferno Dragon Lava Hound
Zap
Bats Inferno Dragon Lava Hound
Barbarian Barrel
Knight Ice Wizard
The Log
Earthquake
Arrows
Bats Lava Hound
Royal Delivery
Bats Knight P.E.K.K.A Ice Wizard Inferno Dragon Lava Hound
Fireball
Ice Wizard Inferno Dragon Lava Hound
Poison
Bats Ice Wizard Lava Hound
Lightning
Knight Ice Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Knight P.E.K.K.A Ice Wizard Inferno Dragon

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 Ice Wizard Lava Hound

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Void Ice Wizard Fireball Inferno Dragon P.E.K.K.A Lava Hound

Shortest cycle

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

11 Bats Knight Void Ice Wizard

Attack Synergies 4 6

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
Knight Lava Hound P.E.K.K.A Inferno Dragon
Knight
Bats Fireball Ice Wizard
Fireball
Lava Hound Knight
Void
Lava Hound
P.E.K.K.A
Bats Ice Wizard
Ice Wizard
Knight P.E.K.K.A
Inferno Dragon
Lava Hound Bats
Lava Hound
Bats Fireball Inferno Dragon Void

Defense Synergies 2 7

Bats
Knight P.E.K.K.A Ice Wizard Inferno Dragon
Knight
Bats Ice Wizard Fireball
Fireball
Knight Ice Wizard
Void
P.E.K.K.A
Bats Ice Wizard
Ice Wizard
Knight Bats Fireball P.E.K.K.A Inferno Dragon
Inferno Dragon
Bats Ice Wizard
Lava Hound

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.

Knight Fireball Void
P.E.K.K.A Inferno Dragon Bats Knight Ice Wizard
P.E.K.K.A Bats Knight Void Ice Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Knight Ice Wizard
Fireball P.E.K.K.A
Fireball Bats Ice Wizard
Bats Inferno Dragon Fireball Void Ice Wizard
Fireball Void P.E.K.K.A
P.E.K.K.A Inferno Dragon Ice Wizard
Knight Ice Wizard
Bats Ice Wizard Knight Fireball
Inferno Dragon Bats Fireball Ice Wizard
P.E.K.K.A Bats Knight Fireball Ice Wizard
Fireball Bats P.E.K.K.A
P.E.K.K.A Inferno Dragon Knight
Fireball P.E.K.K.A Inferno Dragon
Bats Knight Fireball P.E.K.K.A
Fireball Bats Knight Ice Wizard
Bats Knight Fireball Ice Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon
Bats Knight Fireball P.E.K.K.A
P.E.K.K.A Inferno Dragon

Counters to secondary win conditions

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

Knight Fireball Void P.E.K.K.A
Fireball Void Knight Inferno Dragon
P.E.K.K.A Bats Knight
P.E.K.K.A Bats Knight Fireball
P.E.K.K.A Knight Inferno Dragon
Fireball Bats Ice Wizard
P.E.K.K.A Bats Knight Fireball Void Ice Wizard
P.E.K.K.A Knight Inferno Dragon
Void P.E.K.K.A Bats Knight Fireball Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Knight
P.E.K.K.A Fireball Void
P.E.K.K.A Knight Fireball
Fireball
Bats Knight Fireball P.E.K.K.A Inferno Dragon
Bats Fireball P.E.K.K.A Ice Wizard Inferno Dragon
Fireball Void 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.)

Fireball Void Knight
Fireball Void Ice Wizard
Fireball Void
Knight Fireball Void
Fireball
Fireball Bats Ice Wizard
Fireball Ice Wizard
Fireball Void
Bats Fireball Void
Void Knight Fireball
Fireball Void
Knight Fireball Void
Fireball Void
Fireball
Fireball
Fireball
Fireball
Bats
Void Fireball
Fireball Void
Fireball Void
Fireball Void
Void
Fireball Void
Fireball Ice Wizard
Inferno Dragon
Fireball Void Ice Wizard
Fireball Void
Fireball Void
Bats Fireball Void Ice Wizard
Bats Fireball Void
Fireball Void
Void Fireball
Void Fireball
P.E.K.K.A
Fireball
Bats Fireball Void
Fireball Ice Wizard
Fireball
Fireball Void Knight
Fireball
Void Fireball
P.E.K.K.A
Bats Fireball
Bats Fireball Void
Void Fireball
P.E.K.K.A Inferno Dragon
Fireball Void
Void

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