My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats 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 Wizard P.E.K.K.A Royal Ghost Bandit 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

Punishments

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

Hog Rider Royal Ghost Bandit 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 Royal Ghost Bandit 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.

Hog Rider Royal Ghost Bandit

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 Bandit
Giant Snowball
Bats Hog Rider
Zap
Bats Bandit
Barbarian Barrel
Wizard Royal Ghost Bandit
The Log
Hog Rider Bandit
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Hog Rider Wizard P.E.K.K.A Royal Ghost Bandit
Fireball
Hog Rider Wizard Bandit
Poison
Bats Wizard
Lightning
Wizard Bandit
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 Royal Ghost 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 P.E.K.K.A Royal Ghost 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Royal Ghost Bandit Hog Rider Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bats Arrows Royal Ghost Bandit

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 Mega Knight P.E.K.K.A Bandit
Arrows
Hog Rider P.E.K.K.A Bandit Mega Knight
Hog Rider
Bats Arrows Wizard Bandit Mega Knight
Wizard
Hog Rider P.E.K.K.A Royal Ghost Bandit Mega Knight
P.E.K.K.A
Arrows Bats Wizard
Royal Ghost
Wizard Bandit Mega Knight
Bandit
Bats Arrows Hog Rider Wizard Royal Ghost Mega Knight
Mega Knight
Bats Arrows Hog Rider Wizard Royal Ghost Bandit

Defense Synergies 1 11

Bats
P.E.K.K.A Bandit Mega Knight
Arrows
Mega Knight P.E.K.K.A Bandit
Hog Rider
Wizard
P.E.K.K.A Royal Ghost Bandit Mega Knight
P.E.K.K.A
Bats Arrows Wizard
Royal Ghost
Wizard Mega Knight
Bandit
Bats Arrows Wizard Mega Knight
Mega Knight
Arrows Bats Wizard Royal Ghost Bandit

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 Bandit Mega Knight
P.E.K.K.A Mega Knight Bats Bandit
P.E.K.K.A Bats Bandit Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Bats Royal Ghost Bandit Mega Knight
Bats Arrows Wizard
Arrows P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Royal Ghost Bandit Mega Knight
Bats Arrows Wizard Royal Ghost Bandit Mega Knight
Arrows Bats Wizard
P.E.K.K.A Mega Knight Bats Wizard Bandit
Wizard Mega Knight Bats Arrows P.E.K.K.A Royal Ghost
P.E.K.K.A Bandit Mega Knight
P.E.K.K.A Bandit Mega Knight
Wizard Mega Knight Bats Arrows P.E.K.K.A
Arrows Mega Knight Bats Wizard Royal Ghost Bandit
Arrows Wizard Bats Royal Ghost Bandit Mega Knight
P.E.K.K.A
Wizard Royal Ghost Mega Knight Bats Arrows P.E.K.K.A Bandit
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 P.E.K.K.A Royal Ghost Bandit
Bandit Arrows Wizard Royal Ghost Mega Knight
P.E.K.K.A Bandit Mega Knight Bats
P.E.K.K.A Mega Knight Bats Bandit
P.E.K.K.A Bandit Mega Knight
Arrows Wizard Bats
P.E.K.K.A Bats Bandit
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats Bandit
P.E.K.K.A
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Wizard Bandit
Wizard Mega Knight
Bats P.E.K.K.A
Bats Arrows Mega Knight Wizard P.E.K.K.A Royal Ghost
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 Royal Ghost Bandit
Arrows Royal Ghost Bandit
Arrows Bandit
Arrows
Wizard Arrows Mega Knight
Arrows Wizard Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard Bandit
Bats
Arrows Wizard Bandit
Arrows Wizard
Bandit
Arrows Bandit
Arrows
Arrows Wizard Bandit
Arrows Wizard Bandit Mega Knight
Arrows
Bats
Arrows Wizard Bandit Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Royal Ghost Bandit
Arrows Wizard Bandit Mega Knight
Arrows Bandit
Bats Arrows Wizard
Bats Wizard
Arrows Wizard Bandit Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Bats Bandit
Arrows Wizard
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
P.E.K.K.A Mega Knight
Bats
Bats
Royal Ghost Bandit Mega Knight
P.E.K.K.A
Wizard Mega Knight

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