My Best Clash Royale Deck

Deck Check Rating

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

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 Minions Firecracker 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 Firecracker Wizard 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

Punishments

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

Hog Rider

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.

Knight Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard

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 Knight 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.

Minions 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Minions Firecracker Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Knight Minions

Attack Synergies 9 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
Knight Hog Rider Minions Firecracker P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Knight
Knight
Bats Minions Firecracker Hog Rider Arrows Wizard
Minions
Knight Hog Rider Bats Firecracker P.E.K.K.A
Firecracker
Knight Hog Rider Bats Minions P.E.K.K.A
Hog Rider
Bats Arrows Knight Minions Firecracker Wizard
Wizard
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Arrows Bats Minions Firecracker Wizard

Defense Synergies 3 10

Bats
Knight Minions Firecracker P.E.K.K.A
Arrows
Knight P.E.K.K.A
Knight
Bats Minions Firecracker Arrows Wizard
Minions
Knight Bats Firecracker P.E.K.K.A
Firecracker
Knight Bats Minions P.E.K.K.A
Hog Rider
Wizard
Knight P.E.K.K.A
P.E.K.K.A
Bats Arrows Minions Firecracker 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 Minions Firecracker Wizard
P.E.K.K.A Bats Knight Minions Firecracker
P.E.K.K.A Bats Knight Minions
P.E.K.K.A Bats Knight Minions Firecracker
Arrows Firecracker P.E.K.K.A
Arrows Bats Minions Firecracker
Bats Minions Arrows Firecracker Wizard
Arrows P.E.K.K.A
P.E.K.K.A Minions
Knight Firecracker
Bats Minions Arrows Knight Firecracker Wizard
Arrows Minions Bats Firecracker Wizard
P.E.K.K.A Bats Knight Minions Wizard
Wizard Bats Arrows Minions Firecracker P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A
Wizard Bats Arrows Knight Minions Firecracker P.E.K.K.A
Arrows Bats Knight Minions Firecracker Wizard
Arrows Wizard Bats Knight Minions Firecracker
P.E.K.K.A
Wizard Bats Arrows Knight Minions Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Knight P.E.K.K.A
Arrows Knight Firecracker Wizard
P.E.K.K.A Bats Knight Minions
P.E.K.K.A Bats Knight
P.E.K.K.A Knight
Arrows Firecracker Wizard Bats Minions
P.E.K.K.A Bats Knight Minions
P.E.K.K.A Knight
P.E.K.K.A Bats Knight Minions Firecracker
P.E.K.K.A
P.E.K.K.A Bats Knight Minions
P.E.K.K.A Arrows
P.E.K.K.A Knight Wizard
Wizard Firecracker
Bats Knight Minions Firecracker P.E.K.K.A
Bats Arrows Minions Firecracker Wizard 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 Knight Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Wizard Arrows Firecracker
Arrows Firecracker Wizard Bats Minions
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Bats Minions
Firecracker Arrows Knight Wizard
Arrows Firecracker Wizard
Knight Firecracker
Arrows Minions Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Bats Minions
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Minions
Arrows Wizard
Arrows
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Wizard
Arrows Firecracker
Bats Arrows Firecracker Wizard
Bats Minions Firecracker Wizard
Arrows Wizard
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Wizard
Bats Minions
Arrows Firecracker Wizard
Arrows
Knight Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Firecracker P.E.K.K.A
Bats Minions Firecracker
Firecracker Bats
Firecracker
P.E.K.K.A
Firecracker Wizard

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