My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard Inferno Dragon Ram Rider

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 Inferno Dragon Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram 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.

Mini P.E.K.K.A Ram 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.

Mini P.E.K.K.A Ram Rider 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.

Mini P.E.K.K.A Ram 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 Inferno Dragon Ram Rider
Giant Snowball
Bats Inferno Dragon Ram Rider
Zap
Bats Inferno Dragon Ram Rider
Barbarian Barrel
Wizard
The Log
Mini P.E.K.K.A Ram Rider
Earthquake
Arrows
Bats
Royal Delivery
Bats Mini P.E.K.K.A Wizard Inferno Dragon Ram Rider
Fireball
Wizard Inferno Dragon Ram Rider
Poison
Bats Wizard
Lightning
Mini P.E.K.K.A Wizard Inferno Dragon Ram Rider
Rocket
Wizard Inferno Dragon Ram Rider

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 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 Mini P.E.K.K.A Rage Inferno Dragon 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 Rage Arrows Mini P.E.K.K.A Inferno Dragon Wizard Ram Rider Mega Knight

Shortest cycle

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

11 Bats Rage Arrows Mini P.E.K.K.A

Attack Synergies 2 15

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
Mega Knight Mini P.E.K.K.A Rage Inferno Dragon Ram Rider
Arrows
Mini P.E.K.K.A Ram Rider Mega Knight
Mini P.E.K.K.A
Bats Arrows Wizard Rage Ram Rider Mega Knight
Wizard
Mini P.E.K.K.A Rage Ram Rider Mega Knight
Rage
Bats Mini P.E.K.K.A Wizard
Inferno Dragon
Mega Knight Bats
Ram Rider
Bats Arrows Mini P.E.K.K.A Wizard Mega Knight
Mega Knight
Bats Inferno Dragon Arrows Mini P.E.K.K.A Wizard Ram Rider

Defense Synergies 1 8

Bats
Mini P.E.K.K.A Inferno Dragon Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Arrows Wizard Ram Rider
Wizard
Mini P.E.K.K.A Mega Knight
Rage
Inferno Dragon
Bats Mega Knight
Ram Rider
Mini P.E.K.K.A
Mega Knight
Arrows Bats Wizard Inferno Dragon

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 Ram Rider
Mini P.E.K.K.A Inferno Dragon Bats Ram Rider Mega Knight
Mini P.E.K.K.A Ram Rider Mega Knight Bats Inferno Dragon
Mini P.E.K.K.A Inferno Dragon Bats Ram Rider Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Bats Mega Knight
Bats Inferno Dragon Ram Rider Arrows Wizard
Arrows Ram Rider Mega Knight
Mini P.E.K.K.A Inferno Dragon
Mini P.E.K.K.A Mega Knight
Bats Arrows Wizard Ram Rider Mega Knight
Arrows Inferno Dragon Bats Wizard Ram Rider
Mini P.E.K.K.A Mega Knight Bats Wizard Ram Rider
Wizard Mega Knight Bats Arrows Mini P.E.K.K.A
Mini P.E.K.K.A Inferno Dragon Ram Rider Mega Knight
Mini P.E.K.K.A Inferno Dragon Ram Rider Mega Knight
Wizard Mega Knight Bats Arrows Mini P.E.K.K.A
Arrows Mega Knight Bats Wizard Ram Rider
Arrows Wizard Bats Inferno Dragon Ram Rider Mega Knight
Mini P.E.K.K.A Inferno Dragon Ram Rider
Wizard Mega Knight Bats Arrows Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight
Arrows Mini P.E.K.K.A Wizard Inferno Dragon Mega Knight
Mega Knight Bats Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Mega Knight Bats Ram Rider
Mini P.E.K.K.A Inferno Dragon Ram Rider Mega Knight
Arrows Wizard Bats Ram Rider
Mini P.E.K.K.A Bats Ram Rider
Mini P.E.K.K.A Mega Knight Inferno Dragon
Mega Knight Bats Mini P.E.K.K.A Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats Mini P.E.K.K.A
Mega Knight Arrows
Mini P.E.K.K.A Mega Knight Wizard Ram Rider
Wizard Mega Knight
Bats Mini P.E.K.K.A Inferno Dragon
Bats Arrows Mega Knight Mini P.E.K.K.A Wizard Inferno Dragon
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 Ram Rider
Arrows
Arrows
Wizard Arrows Mega Knight
Arrows Wizard Bats Ram Rider
Arrows Wizard
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Bats Mini P.E.K.K.A
Arrows Wizard Ram Rider
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Mega Knight
Inferno Dragon
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider Mega Knight
Arrows
Bats Arrows Wizard
Bats Wizard
Mini P.E.K.K.A
Arrows Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Bats
Arrows Wizard Ram Rider
Arrows
Mini P.E.K.K.A Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Bats
Bats
Mega Knight
Inferno Dragon
Wizard Mega Knight

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