My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 Knight Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Fireball

Punishments

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

Royal Hogs

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Royal Hogs 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.

Royal Hogs

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 Royal Hogs Skeleton Army
Giant Snowball
Bats Royal Hogs Skeleton Army
Zap
Bats Royal Hogs Skeleton Army
Barbarian Barrel
Knight Wizard Royal Hogs Skeleton Army
The Log
Royal Hogs Skeleton Army
Earthquake
Royal Hogs Skeleton Army
Arrows
Bats Royal Hogs Skeleton Army
Royal Delivery
Bats Knight Wizard Royal Hogs Skeleton Army P.E.K.K.A
Fireball
Wizard Royal Hogs Skeleton Army
Poison
Bats Wizard Royal Hogs Skeleton Army
Lightning
Knight Wizard
Rocket
Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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 Arrows Knight Skeleton Army P.E.K.K.A

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 Skeleton Army

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 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 Arrows Knight Skeleton Army Fireball Wizard Royal Hogs P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Knight Skeleton Army

Attack Synergies 4 9

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 Royal Hogs P.E.K.K.A
Arrows
Fireball Royal Hogs P.E.K.K.A Knight
Knight
Bats Arrows Fireball Wizard Royal Hogs
Fireball
Arrows Knight Royal Hogs
Wizard
Knight Royal Hogs P.E.K.K.A
Royal Hogs
Arrows Bats Knight Fireball Wizard
Skeleton Army
P.E.K.K.A
Arrows Bats Wizard

Defense Synergies 1 9

Bats
Knight P.E.K.K.A
Arrows
Knight Fireball P.E.K.K.A
Knight
Bats Arrows Fireball Wizard Skeleton Army
Fireball
Arrows Knight
Wizard
Knight Skeleton Army P.E.K.K.A
Royal Hogs
Skeleton Army
Knight Wizard
P.E.K.K.A
Bats 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.

Knight Fireball Wizard
Skeleton Army P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Bats Knight
Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army Bats
Bats Arrows Fireball Wizard
Arrows Fireball P.E.K.K.A
P.E.K.K.A Skeleton Army
Knight Skeleton Army
Bats Skeleton Army Arrows Knight Fireball Wizard
Arrows Bats Fireball Wizard
Skeleton Army P.E.K.K.A Bats Knight Fireball Wizard
Fireball Wizard Skeleton Army Bats Arrows P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army Fireball P.E.K.K.A
Wizard Bats Arrows Knight Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Bats Knight Wizard Skeleton Army
Arrows Wizard Bats Knight Fireball
P.E.K.K.A
Wizard Skeleton Army Bats Arrows Knight Fireball P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Fireball P.E.K.K.A
Fireball Arrows Knight Wizard
Skeleton Army P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Bats Knight Fireball
P.E.K.K.A Knight Skeleton Army
Arrows Fireball Wizard Bats
Skeleton Army P.E.K.K.A Bats Knight Fireball
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Bats Knight Fireball Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Arrows Fireball
Skeleton Army P.E.K.K.A Knight Fireball Wizard
Wizard Fireball Skeleton Army
Skeleton Army Bats Knight Fireball P.E.K.K.A
Bats Arrows Fireball Wizard P.E.K.K.A
Arrows Fireball

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 Arrows Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball
Fireball Wizard Arrows
Arrows Fireball Wizard Bats
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Bats Fireball
Arrows Knight Fireball Wizard
Fireball Arrows Wizard
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Bats
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Bats Arrows Fireball Wizard
Bats Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Bats Fireball Skeleton Army
Fireball Arrows Wizard
Arrows Fireball
Fireball Knight Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Bats Fireball
Bats Fireball
Fireball
P.E.K.K.A
Fireball Wizard

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