My Best Clash Royale Deck

Deck Check Rating

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

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 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 Firecracker Witch

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 Firecracker Witch P.E.K.K.A 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.

Arrows Rage

Punishments

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Arrows Rage P.E.K.K.A Mega Knight

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.

Witch

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 Rage Arrows Firecracker Hog Rider Witch P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Rage Arrows Firecracker

Attack Synergies 7 10

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 Firecracker Rage P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Mega Knight
Firecracker
Hog Rider Bats P.E.K.K.A Mega Knight
Hog Rider
Bats Arrows Firecracker Rage Witch Mega Knight
Rage
Hog Rider Witch Bats
Witch
Rage Hog Rider P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Bats Firecracker Witch
Mega Knight
Bats Arrows Firecracker Hog Rider Witch

Defense Synergies 1 7

Bats
Firecracker P.E.K.K.A Mega Knight
Arrows
Mega Knight P.E.K.K.A
Firecracker
Bats P.E.K.K.A Mega Knight
Hog Rider
Rage
Witch
Mega Knight
P.E.K.K.A
Bats Arrows Firecracker
Mega Knight
Arrows Bats Firecracker Witch

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.

Firecracker
P.E.K.K.A Bats Firecracker Witch Mega Knight
Witch P.E.K.K.A Mega Knight Bats
Witch P.E.K.K.A Bats Firecracker Mega Knight
Arrows Firecracker P.E.K.K.A Mega Knight
Arrows Bats Firecracker Mega Knight
Bats Arrows Firecracker Witch
Arrows P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Firecracker Mega Knight
Bats Witch Arrows Firecracker Mega Knight
Arrows Bats Firecracker Witch
P.E.K.K.A Mega Knight Bats Witch
Mega Knight Bats Arrows Firecracker Witch P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Mega Knight Bats Arrows Firecracker Witch P.E.K.K.A
Arrows Mega Knight Bats Firecracker Witch
Arrows Witch Bats Firecracker Mega Knight
P.E.K.K.A
Mega Knight Bats Arrows Firecracker Witch P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Witch P.E.K.K.A
Arrows Firecracker Mega Knight
P.E.K.K.A Mega Knight Bats Witch
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Witch Mega Knight
Arrows Firecracker Bats Witch
P.E.K.K.A Bats Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats Firecracker Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Bats Witch
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Witch
Firecracker Witch Mega Knight
Witch Bats Firecracker P.E.K.K.A
Bats Arrows Mega Knight Firecracker Witch 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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats Witch
Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Bats
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Witch
Arrows Firecracker Mega Knight
Arrows
Bats
Arrows Firecracker Mega Knight
Arrows Firecracker Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Witch Mega Knight
Witch
Arrows Firecracker Witch
Arrows Witch Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Witch
Bats Firecracker Witch
Arrows Mega Knight
Arrows Firecracker
P.E.K.K.A Mega Knight
Arrows Firecracker
Bats Witch
Arrows Firecracker Witch
Arrows
Firecracker Mega Knight
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A Mega Knight
Bats Firecracker Witch
Firecracker Bats Witch
Firecracker Witch Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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