My Best Clash Royale Deck

Deck Check Rating

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

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 Baby Dragon

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 Baby Dragon Mega Knight

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Earthquake Fireball

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 Hog Rider Goblin Barrel Mega Knight

Pump responses

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

Earthquake Fireball Goblin Barrel

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 Hog Rider Baby Dragon 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 Hog Rider Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball Baby Dragon 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 Mini P.E.K.K.A Baby Dragon Mega Knight

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 Goblin Barrel

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 Goblin Barrel

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 Earthquake Goblin Barrel Fireball Mini P.E.K.K.A Hog Rider Baby Dragon Mega Knight

Shortest cycle

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

12 Bats Earthquake Goblin Barrel Fireball

Attack Synergies 4 17

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 Mini P.E.K.K.A Goblin Barrel Baby Dragon
Earthquake
Hog Rider Fireball Mini P.E.K.K.A Mega Knight
Fireball
Hog Rider Earthquake Baby Dragon Mega Knight
Mini P.E.K.K.A
Bats Earthquake Hog Rider Baby Dragon Mega Knight
Hog Rider
Bats Earthquake Fireball Mini P.E.K.K.A Goblin Barrel Baby Dragon Mega Knight
Goblin Barrel
Bats Hog Rider Baby Dragon Mega Knight
Baby Dragon
Bats Fireball Mini P.E.K.K.A Hog Rider Goblin Barrel Mega Knight
Mega Knight
Bats Earthquake Fireball Mini P.E.K.K.A Hog Rider Goblin Barrel Baby Dragon

Defense Synergies 0 11

Bats
Earthquake Mini P.E.K.K.A Baby Dragon Mega Knight
Earthquake
Bats Fireball Mini P.E.K.K.A Mega Knight
Fireball
Earthquake Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Bats Earthquake Fireball Baby Dragon
Hog Rider
Goblin Barrel
Baby Dragon
Bats Mini P.E.K.K.A Mega Knight
Mega Knight
Bats Earthquake Fireball Baby 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.

Earthquake Fireball Baby Dragon
Mini P.E.K.K.A Bats Mega Knight
Mini P.E.K.K.A Mega Knight Bats
Mini P.E.K.K.A Bats Mega Knight
Earthquake Fireball Mini P.E.K.K.A Mega Knight
Fireball Bats Earthquake Baby Dragon Mega Knight
Bats Fireball Baby Dragon
Earthquake Fireball Baby Dragon Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Bats Earthquake Fireball Baby Dragon Mega Knight
Bats Fireball Baby Dragon
Mini P.E.K.K.A Mega Knight Bats Earthquake Fireball
Fireball Mega Knight Bats Earthquake Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Mega Knight Bats Fireball Mini P.E.K.K.A
Fireball Mega Knight Bats Baby Dragon
Earthquake Baby Dragon Bats Fireball Mega Knight
Mini P.E.K.K.A
Mega Knight Bats Earthquake Fireball Mini P.E.K.K.A Baby Dragon

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 Fireball
Fireball Mini P.E.K.K.A Baby Dragon Mega Knight
Mega Knight Bats Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Bats Fireball
Mini P.E.K.K.A Mega Knight
Fireball Bats Baby Dragon
Mini P.E.K.K.A Bats Fireball
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Fireball Mini P.E.K.K.A Baby Dragon
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Fireball
Mini P.E.K.K.A Mega Knight Fireball
Fireball Baby Dragon Mega Knight
Bats Fireball Mini P.E.K.K.A Baby Dragon
Bats Mega Knight Earthquake Fireball Mini P.E.K.K.A Baby Dragon
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.)

Earthquake Fireball Baby Dragon
Fireball Baby Dragon
Earthquake Fireball Baby Dragon
Earthquake Fireball
Fireball Earthquake Baby Dragon Mega Knight
Fireball Bats Baby Dragon
Earthquake Baby Dragon
Earthquake Fireball Baby Dragon
Fireball
Bats Fireball Mini P.E.K.K.A
Earthquake Fireball
Fireball Baby Dragon
Earthquake Fireball Baby Dragon
Earthquake Fireball Baby Dragon
Earthquake Fireball Baby Dragon
Earthquake Fireball Baby Dragon
Earthquake Fireball Baby Dragon Mega Knight
Earthquake Fireball
Bats Mini P.E.K.K.A
Earthquake Fireball Mini P.E.K.K.A Baby Dragon Mega Knight
Earthquake Fireball Baby Dragon Mega Knight
Earthquake Fireball Baby Dragon Mega Knight
Fireball
Earthquake Fireball Baby Dragon
Earthquake Fireball Baby Dragon Mega Knight
Fireball Earthquake Baby Dragon
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon
Bats Fireball Baby Dragon
Bats Fireball
Fireball Mini P.E.K.K.A
Earthquake Fireball Mega Knight
Fireball
Mega Knight
Earthquake Fireball
Earthquake Bats Fireball
Fireball Baby Dragon
Fireball
Fireball Mini P.E.K.K.A Baby Dragon Mega Knight
Earthquake Fireball Baby Dragon
Fireball
Mega Knight
Bats Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon Mega Knight

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