My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 Archers 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.

Bats Archers Wizard Dark Prince P.E.K.K.A

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.

Arrows Rage

Punishments

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

Hog Rider Dark Prince

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 Dark Prince 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 Dark Prince

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince

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 Arrows Rage Dark Prince P.E.K.K.A

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.

Bats Rage Archers Arrows Hog Rider Dark Prince Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Rage Archers Arrows

Attack Synergies 4 14

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 Rage Dark Prince P.E.K.K.A
Archers
Arrows Hog Rider Dark Prince P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Archers Dark Prince
Hog Rider
Bats Arrows Rage Archers Wizard Dark Prince
Wizard
Hog Rider Rage Dark Prince P.E.K.K.A
Rage
Hog Rider Bats Wizard Dark Prince
Dark Prince
Bats Archers Arrows Hog Rider Wizard Rage
P.E.K.K.A
Arrows Bats Archers Wizard

Defense Synergies 0 8

Bats
Dark Prince P.E.K.K.A
Archers
Dark Prince P.E.K.K.A
Arrows
Dark Prince P.E.K.K.A
Hog Rider
Wizard
Dark Prince P.E.K.K.A
Rage
Dark Prince
Bats Archers Arrows Wizard
P.E.K.K.A
Bats Archers Arrows 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.

Wizard
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Bats Archers Dark Prince
P.E.K.K.A Bats Dark Prince
Arrows Dark Prince P.E.K.K.A
Arrows Bats Archers Dark Prince
Bats Archers Arrows Wizard
Arrows P.E.K.K.A
P.E.K.K.A
Archers Dark Prince
Bats Archers Arrows Wizard Dark Prince
Arrows Bats Archers Wizard
P.E.K.K.A Bats Wizard Dark Prince
Wizard Bats Arrows Dark Prince P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Wizard Bats Arrows Dark Prince P.E.K.K.A
Arrows Bats Archers Wizard Dark Prince
Arrows Wizard Bats Archers Dark Prince
P.E.K.K.A
Wizard Dark Prince Bats Archers Arrows P.E.K.K.A

Counters to secondary win conditions

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

Archers Dark Prince P.E.K.K.A
Archers Arrows Wizard
P.E.K.K.A Bats Dark Prince
Dark Prince P.E.K.K.A Bats
P.E.K.K.A Dark Prince
Arrows Wizard Bats Archers
Dark Prince P.E.K.K.A Bats Archers
P.E.K.K.A Dark Prince
P.E.K.K.A Bats Dark Prince
P.E.K.K.A
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Arrows Dark Prince
Dark Prince P.E.K.K.A Wizard
Wizard Archers
Bats Archers Dark Prince P.E.K.K.A
Bats Arrows Archers Wizard Dark Prince P.E.K.K.A
Arrows

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.)

Arrows
Arrows
Arrows
Arrows Dark Prince
Wizard Arrows Dark Prince
Arrows Wizard Bats
Archers Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats
Arrows Wizard Dark Prince
Archers Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Bats
Archers Arrows Wizard Dark Prince
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Dark Prince
Arrows Wizard
Arrows Wizard
Arrows
Bats Archers Arrows Wizard
Bats Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Bats Archers Dark Prince
Archers Arrows Wizard
Arrows
Wizard Dark Prince
Arrows Wizard
Arrows
Dark Prince P.E.K.K.A
Bats
Bats
Dark Prince
P.E.K.K.A
Wizard

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